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The  Future  Of  Computer  Games:  Software  That  Thinks  For  Itself 


COMPUTE'S 


$2.50 

June  1984  <S 

Issue  12  Vol.  2,  No.  6 

02220  £1.95  UK  $3.25  Canada 


For  Owners  And  Users  Of  Commodore  VIC-20"And  64"  Personal  Computers 


The  Frantic 
Fisherman 

Battle  the  darting  sharks 
and  stay  out  of  the  rain  in 
this  lively  action  game  for 
the  VIC  and  64.  ' 


Therapy 


What  kind  of  counselor  is  your  computer? 
"Therapy"  might  surprise  you. 


Also  In  This  Issue: 

The  Beginner's 
Corner 

Machine  Language 
For  Beginners 

Home 
Telecommunications 


vusd'osazo" 


06 


Power 
BASIC: 

One-Touch 
Keywords 

Fingertip  control  of 
52  BASIC  keywords. 
For  the  VIC  and  64. 


Castle 
Dungeon 

Defuse  the  ticking 
time  bombs  and 
avoid  the  guardian 
monsters  in  this  dark 
dungeon  maze.  A 
challenging  all- 
graphics  adventure 

game  for  the  VIC 
and  64. 


wm  ■ 


■ 


Commodore  Is  a  trademark  of 
Commodore  Electronics.  Ltd. 


Panther  Computer  Corporation 


The  Assembler 
for  the  Commodore  64 


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Commodore  is  a  trademark  of 
Commodore  Electronics,  Ltd. 

Commodore  64  disc  r 

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Dealer  Inquiries  Invited 

1-800-222-7105 
InCA  1-800-821-7644 

Panther  Computer  Corporation 

12021  Wilshire  Blvd.    Los  Angeles,  CA  90025 


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1MPUTER  CORPORATION 


Commodore  Is  a  trademark  o!  Commodore  Electronics,  Ltd. 
VIC  20  is  a  trademark  ol  Commodore  Electronics.  Lid. 


Commodore  64  disc  retail  price:  $29.95 
VIC  20  cassette  retail  price:  $15.95 


Dealer  Inquiries  Invited 

1-800-222-7105 
In  CA  1-800-821 -7644 


Panther  Computer  Corporation 

12021  Wilshire  Blvd.,  Los  Angeles,  California  90025 


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AAWWIIIIEEE! 


The  legend  of  Bruce  lee  lives  on  in  the  imagination  and  memory  of  millions  of 
fans  throughout  the  world.  And  now,  through  the  awesome  power  of  the 
computer,  you  too  can  relive  the  power  of  Bruce  Lee. 

Bruce  Lee,H  combines  state-of-the-art  technology  with  the 
masterful  moves  of  the  martial  arts.  From  devastating^  lethal 
kicks  and  staccato  thrusts  to  the  unrestrained  fury  of  every  reflex, 
the  Bruce  Lee  game  explodes  with  action. 
All  the  force  and  controlled  discipline  of  Bruce  Lee  is  at  your 
command.  You'll  see  it  in  his  smooth  and  graceful  leaps.  You'll  feel  it  in 
your  heart  as  you  prepare  to  do  battle  with  his  ominous  adversaries.  Take 
on  the  Green  Yaino  and  Ninja  in  hand  to  hand  combat  as  you  fight  your 
way  through  20  mysterious  oriental  settings.  Unexpected  dangers  loom  as 
you  make  your  way  past  exploding  bushes  and  the  fire  wizard  in  your  quest  for 
the  ultimate  treasure. 

Bruce  Lee.  It  not  only  lives  up  to  the  expectations  of  the  best 
programmers  and  players  around.  It  lets  you  live  out  the  life  of  a  legend. 
Even  in  your  spare  time. 

Available  now  for  Atari  and  Commodore  64  Computers,  coming 
soon  for  the  Apple  II  series  and  IBM  PC  and  PC/JR. 

Contact  your  local  dealer  or  send  check  or  money  order  with 
$3.00  postage  and  handling.  California  residents  add  6.5%  sales 
tax  to  Datasoft. 

Suggested  retail  $34.95. 


Dmaofl*  tt  i  ftpusnul  uadcmu*  of  Iwuoft.  Int" 

TM  Dstgnties  i  tradtmirk  of  Linda  l/r 
©  TO  ftru«  Lee  til  rt|*h.u  rtserod. 
Unreal  by  Ziv  Iriicnuuonal  trie 
C  1983  [  Mlacf ( lot 


«** 


Bv 


Dabtyoft 


Ratasofl.  Inc.  1980S  Nordhoff  !>!:ice.  Chatsworth.  CA  91311 


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SAUE  HEW  YORK 


It  was  as  peaceful  a  day  as  New  York  ever  gets,  when  suddenly  the  sky  went  dark  and 
a  monstwus  droning  noise  lilted  the  air.  Hordes  ol  grotesque  aliens  were  swooping  down  from 
all  sides,  biting  into  the  Big  Apple  as  if  they  hadn't  eaten  for  days.  They  were  laying  eggs.  too. 
Horrible  slimy  things  thai  gol  down  into  the  subway  tunnels  and  began  clawing  their  way  up. 
If  anyone  was  going  to  save  the  city,  it  would  have  to  be  me  I  leapt  into  my  rocket  and 
began  blasting  away  I  thought  I  stood  a  fighting  chance,  but  fuel  s  running  low...  another  wave 
of  invaders  on  the  horizon , . .  signing  off. . . 

SAVE  NEW  YORK!"  For  the  Commodore  64. 


CREATIVE         SOFTWARE 


MSCtHAJM  MMIWAHl 


June  1984     Vol.  2,  No.  6 


The  Future  Of  Computer  Games:  Software  That  Thinks  For  Itself  Setby  Bateman    , 16 

Inside  View:  The  Designers  Behind  M.U.LE.   Kathy  Yakal   28 

GAMES 

3-D  Tic-Tac-Tae  Mark  Doyle    50 

Castle  Dungeon   Dave  and  Casey  Gardner    52 

Revenge  Of  Cyon  Mike  Reinman 56 

The  Frantic  Fisherman   David  Lacey 58 


V/64 
V/64 
V/64 
V/64 


Arcade-Style  Games  For  The  VIC-20:  Skramble!  And  Cridder  Harvey  B.  Herman    62  V 

Easy  Script:  Word  Processor  For  The  64   Shelby  Neely 64  64 

Worms?  For  The  64    Gregg  Keizer    66  64 

IFR  (Flight  Simulator)  For  The  VIC-20   David  Florance     70  V 


EDUCATION/HOME  APPLICATION 


Computing  For  Families:  New  Standards  In  Home  Learning,  Part  2   Fred  D'lgnazio 74  * 

Therapy   Steven  Rubio 78  V/64 

Spelling  Critter  Bob  Nickel 82  V/64 

Shape  Match  Michael  Reich 84  V/64 

Word  Scramble   Mike  Salman      86  V/64 


PROGRAMMING 


The  Beginner's  Corner:  Planning  A  Game  Program    C  Regena 88  V/64 

Inside  Random  Numbers    Dan  Carmichael    98  V/64 

Power  BASIC:  One-Touch  Keywords   Mark  Niggemonn 112  V/64 

Machine  Language  For  Beginners:  indirect  Addressing  Richard  Mansfield  .  , 114  V/64 

File  Copier  Martin  Engert     ..118  V/64 

Hints  &  Tips:  Appending  Sequential  Disk  Files  John  S.  Winn    120  V/64 

Scroll  64    Peter Marcoity 127  64 

Tape  Data  Files  For  VIC  And  64    Brian  Prescoll 130  V/64 

VtC  5K  Emulator   Glen  Reesor 133  V 

Tape  Protection  For  VIC  And  64  Victor  Chan    1 38  V/64 

All  About  PRINT  For  VIC  And  64   Julie  Harris     144  V/64 


Editor's  Notes   Robert  Lock      6 

Gazette  Feedback    Editors  &  Readers 10 

Simple  Answers  To  Common  Questions    Tom  R.  Halfhilt 26 

Home  Telecommunications   Robert  Sims     38 

Horizons  64    Charles  Brannon     92 

VICreations:  Software  For  The  VIC   Dan  Carmichael     124 

User  Group  Update   Kathy  Yakal 135 


V/64 

64 

V 


OGRAM  LISTINGS 


News  And  Products 1  50 

A  Beginner's  Guide  To  Typing  In  Programs    1  54 

How  To  Type  In  COMPUTED  GAZETTE  Programs 1  55 

The  Automatic  Proofreader 156 

Program  Listings 1 57 

Bug-Swatter 1  88 

Product  Mart      1 89 

Advertisers  Index     192 

*  =  General,  V  =  VIC-20, 64  =  Commodore  64.  


V/64 
V/64 
V/64 


COMPUTE!'*  GAZLTTLii  published  monthly  by  COMPUTE!  Publications,  Inc.  Past  Office  Box  5406,  Greensboro,  NC  27403  USA.  Phone  (919)275-9809.  Editorial 
offices  arc  located  at  324  West  Wendover  Avenue,  Greensboro.  NC  27408.  Domestic  subscriptions:  12  issues,  $20.  Send  subscription  orders  or  change  of  addrcsn 
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27403and  additional  mailing  offices,  Entire  contents  copyright  t>  19S4  by  COMPUT1!  Publications,  Inc.  Alt  rights  reserved,  ISSN  0737-3716,  33(Kd. 

COMPUTE!  PubllMllonj,  Int.,  On*  u(  Iht  ABC  Publishing  Companies:  ABC  Publishing,  President,  Robtrt  G.  Burton;  1330  Avenue  of  the  Americas;  New  York.  New  York  10019 


THE  EDITOR'S 


A  Word  of  Thanks  to  you  readers 
and  authors  . . .  with  this  issue 
the  GAZETTE  is  12  issues  old,  and 
is  one  of  the  most  phenomenal 
growth  stories  in  the  consumer 
publications  industry.  We've 
achieved  a  paid  circulation  in 
excess  of  300,000,  making  the 
c  .A/rm7  one  of  the  halt-dozen 
largest  magazines  in  the  entire 
industry.  Our  parent  publication 
COMPUTE!  was  the  fastest  grow- 
ing computer  magazine  in  the 
Audit  Bureau  of  Circulation 
numbers  comparing  the  six 
months  ending  December  1982 
with  the  six  months  ending  De- 
cember 1983.  The  next  closest 
competitor  grew  bv  106  percent 
compared  with  COMPUTE!' S  247  + 
percent.  Looks  like  next  year, 
we'll  have  two  of  our  own  publi- 
cations competing  with  each 
other.  Now  that's  a  nice  problem 
to  have. 

Our  newly  launched 
GAZETTE  DISK  is  doing  nicely  too, 
thanks  to  you;  we  appreciate 
your  continued  support.  You'll 
notice  the  disk  is  still  unpro- 
tected. While  we've  touched  on 
this  issue  in  recent  editorials, 
this  time  we're  starting  your 
additional  feedback.  The  letter 
that  follows  is  representative  of 
many  of  the  letters  we've  re- 
ceived on  the  topic  of  protection: 

Dear  Mr.  Lock: 

I  read  your  April  1984  editorial  with 
great  interest.  As  a  retailer  in  .software,  I 
believe  the  presence  of  copy-protected 
software  directly  effects  [lie  saleability 
of  my  stock.  Customers  tend  to  shy 
away  from  heavily  protected  software. 
They  feel  (and  rightly  so)  that  once  they 
lay  their  money  down,  they  should  be 
able  to  make  backup  copies  should 
disaster  strike  their  original.  (Or  more 
commonly,  m a ke  a nd  u se  b a C k u  ps  a  n d 
keep  their  original  in  a  safe  place.)  Vari- 
ous service  schemes  by  software  makers 


who  have  backup-restricted  products 
don't  appease  the  customers  much.  If  a 
disk  crashes,  why  should  they  have  to 
wait  a  few  weeks  for  a  new  copy  to 
arrive  in  the  mail? 

In  trying  to  answer  the  question  of 
whether  or  not  to  protect,  we  should 
first  address  the  question  of  why  people 
steal  software.  1  lere,  we  begin  to  deal 
with  motives  and  human  nature.  For 
the  software  pirate,  the  motive  is  greed. 
A  low  overhead  means  high  profits,  lor 
this  kind  of  person,  there  is  no  viable 
software-protect  remedy.  No  matter- 
how  sophisticated  the  software-protect 
features  are,  ways  can  be  found  to  defeat 
them.  Also,  development  costs  of  these 
features  are  lacked  on  to  the  cost  of  the 
software,  thereby  raising  customer 
prices.  The  higher  the  price  of  software, 
the  more  likely  people  will  find  a  way  to 
pirate.  The  disparity  between  true  value 
and  customer  cost  gives  the  pirate  room 
to  operate.  Carried  to  the  extreme,  one 
can  think  that  the  development  cost  of 
software-protect  features  exceeds  the 
cost  of  the  product  it's  protecting.  Would 
you  be  willing  to  pay  the  premium  on  a 
homeowner's  insurance  policy  if  it 
exceeded  the  cost  of  the  house? 

Another  motivation  for  software 
piracy,  less  malign,  is  software  copied 
and  given  in  the  spirit  of  friendship.  A 
user  group  operates  to  raise  the  com- 
puter literacy  of  its  members.  One  of 
the  finer  things  in  life  is  our  ability  to 
learn,  and  learning  about  a  subject 
we're  interested  in  satisfies  a  need .  On 
the  other  hand,  teaching  what  we  know 
gives  us  a  better  feeling  about  ourselves. 
Successful  teachers  can  tell  you  firsthand 
how  great  the  ego  feels  after  a  class. 
When  teachers  and  learners  combine  as 
they  do  in  a  user  group,  it's  magic. 
When  the  teacher  gives  something  to 
the  learner  that  doesn't  cost  anything, 
as  in  copied  software,  this  magic  reaches 
higher  plateaus.  Sharing  can  never  be 
overrated  when  it  comes  to  building 
friendships. 

We  all  like  extending  favors  that 
cost  us  nothing.  I  lowever,  when  others 
pay  the  cost,  the  favor  becomes  less 
than  altruistic.  Here  again,  with  the 
abundant  availability  of  backup 
protect  ion- over  ride  software,  high  cost 
software  with  backup  protection  is 
readily  defeated.  Nothing  is  gained  by 
the  software  seller.  I  feel  that  by  and 


large,  people  are  basically  good.  Any 
businessman  has  to  have  this  attitude  if 
he  is  to  succeed.  In  areas  of  commerce, 
distrust  only  slows  things  up  and  ends 
in  costing  both  parlies  much  in  the  long 
run.  The  only  thing  needed  is  a  little 
caution,  not  total  distrust. 

In  matters  concerning  professional 
software  pirates,  there  is  legal  recourse. 
Though  irritating,  1  think  their  impact  is 
small.  By  giving  them  more  motivation 
(high  software  costs)  to  steal,  software 
houses  who  use  copy  protection  only 
hurt  themselves.  I  also  feel  that  software 
pirated  for  reasons  of  friendship  would 
be  less  prevalent  at  lower  costs.  People 
would  be  more  likely  to  expand  their 
libraries  with  money  out  of  their  own 
pockets.  Also,  a  little  public  education 
concerning  copyright  laws  would  go  a 
long  way. 

In  closing,  I  feel  that  you  would  do 
better  serving  the  public  and  yourselves 
by  offering  quality  products  at  the  lowest 
possible  cost.  You've  indicated  that 
you're  opposed  to  excessive  software 
copy  protection.  The  fact  that  you  allow 
a  so  f  t  wa  re  co  m  pa  n  y  that  s  e  1 1  s  a  backup 
override  program  (Microware)  to  adver- 
tise in  your  magazine  seems  to  support 
this.  If  you  are  soliciting  votes,  then  I 
vote  that  you  keep  your  software  inex- 
pensive and  backup  unlimited. 

By  the  way,  keep  up  your  high 
magazine  standards.  It  must  do  your 
egos  good  knowing  you're  doing  such  a 
great  teaching  job. 

Sincerely  yours, 
Ron  Bosse 

Until  next  issue,  enjoy  your 
GAZETTE. 


Editor  In  Chief 


d     COMPUTE!'*  Gaiollo     Juno  1 98-1 


f5      5*      r-"     Q 


COMPUTE!  Publicationsjnc© 

One  ol  the  ABC  Put>rslilng  ComponKij  ^fff 


Publisher i.. it v  K.  Ingersoll 

Editor  In  Chief  Robert  C.  Lock 

Director  of  Administration  Alice  S.  Wolfe 

Senior  Editor  Richard  Mansfield 

Managing  Editor  Kathleen  E.  Martinek 

Editor  I., i nee  Elko 

Production  Director  Tony  Roberts 


Editors 

Tom  R.  Halfhitl,  PC  and  PCjr  Editor;  Stephen  Levy,  Editor, 
COMPUTE!  Books  Division;  Gail  Walker,  Production  Editor;  Ottis  R, 
Covvper,  Technical  F.dilor;  Charles  Brannon,  Program  Editor;  Selby 
Ba  toman,  Pea  hires  Editor 

Assistant  Editors 

Dan  Carmichael  (Submissions);  Gregg  Keizer,  Steve  Hudson  (Books); 
John  Knuise,  George  Miller  (Technical);  Todd  I  ieimarck,  Robert  Sims, 
Blake  Lumber!  (Publications);  Kathy  Yakal,  Editorial  Assistant 
(Features),  Randall  Posner,  Assistant  Managing  Editor  (Books) 

Editorial  Programmers 

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Tim  Victor ,  Kevin  Martin,  Chris  Poer 

Programming  Assistants 

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Copy  Editors 

Juanita  Lewis,  Joan  Rouleau 

Proofreaders 

Becky  Hall,  Ethel  Silver,  Dwight  Smith 

Administrative  Staff 

Vicki  Jennings,  Laura  MacFadden,  Julia  Fleming,  Susan  Young, 
Susan  Booth 

Production 

lima  Swain,  Production  Manager;  Janice  Fary,  Art  &  Design  Director, 
Lee  Noel,  Assistant  Editor,  Art  &  Design;  De  Potter,  Mechanical  Art 
Supervisor;  Terry  Cash,  Debi  Thomas,  Typesetting;  Mindy  Kutchei, 
Promotion  Manager 

Artists 

Leslie  Jessup,  Cindy  Mitchell  (Publications),  Debbie  Bray  (Books); 
Harry  Blair,  Illustrator 

Associate  Editors 

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Chris  Gordon,  Sharon  Sebastian,  Rosemarie  Davis;  Fran  Lyons, 
Dealer  Sales  Supervisor;  Assistants:  Gail  Jones,  Sharon  Minor, 
Rhonda  Savage 

Customer  Service  Staff 

Dorothy  Bogan,  Supervisor;  Judy  Taylor,  Lisa  Flahartv,  Anita  Roop, 
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Mary  Sprague,  Mail  Room  Coordinator 

Data  Processing 

Leon  Stokes,  Manager;  Joan  Compton,  Chris  Cain,  Assistants 

Accounting 

Paul  J.  MeglioJa,  VI',  Finance  &  Planning;  R.  Steven  Vetter,  Director, 
Finance  &  Planning;  Assistants:  Linda  Miller,  Doris  Hall,  Jill  Pope; 
Staff:  Anna  f  larris,  Emilie  Covil,  Anne  Ferguson,  Tracey  Hutchins; 
Gregory  L.  Smith,  Purchasing  Manager 

Advertising  Sales 

Ken  Woodard,  Director  of  Advertising  Sales;  Path  Williams,  Production 
Coordinator;  Bonnie  Valentino,  Accounting  Coordinator;  Joyce  Margo, 
Production  Assistant 


Jules  E.  Thompson,  Inc. 
National  and  Canadian  Sales  Representatives 
1290  Howard  Avenue,  Suite  303 
Burlingame,  CA  94010 

Address  all  advertising  materials  to: 

Patti  Williams,  COMPUTE!'*  GAZETTE 

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Sales  Offices,  The  Thompson  Company 

New  England 
Mid- Atlantic 
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COMPUTE!  Publications,  Inc.,  publishes 

COMPUTE!    COMPUTE!  Books    COMPUTE!'*  Gazette 

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Office  Hours:  8:30  AM  to  4:30  PM  Monday-Friday 

Chief  Executive  Officer  Robert  C.  Lock 

President  Gary  R.  Ingersoll 

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tions, Inc.  No  portion  of  this  magazine  may  be  reproduced  in  any 
form  without  written  permission  from  the  publisher.  Entire  contents 
copyright  •:  1984,  COMPUTE!  Publications,  Inc.  Rights  to  programs 
developed  and  submitted  by  authors  are  explained  in  our  author 
contract.  Unsolicited  materials  not  accepted  for  publication  wilt  be 
returned  if  author  provides  a  self-addressed,  stamped  envelope. 
Where  programs  are  included  in  an  article  submission,  a  tape  or  disk 
must  accompany  the  submission.  Printed  listings  are  optional,  but 
helpful.  Articles  should  be  furnished  as  typed  copy  (upper  and 
lowercase,  please)  with  double  spacing.  Each  article  page  should 
bear  the  title  of  the  article,  date,  and  name  of  the  author.  COMPUTE! 
Publications,  Inc.,  assumes  no  liability  for  errors  in  articles  or  adver- 
tisements, Opinions  expressed  by  authors  are  not  necessarily  those 
of  COMPUTE!  Publications,  Inc. 

PET,  CUM,  V1C-20,  and  Commodore  64  are  trademarks  of  Commo- 
dore Business  Machines,  Inc.,  and/or  Commodore  Electronics  Limited. 
Other  than  as  an  independent  supplier  of  quality  information  and 
services  to  owners  and  users  of  Commodore  products,  COMPUTE! 
Publications,  Inc.,  is  in  no  way  associated  with  Commodore  Business 
Machines,  Inc.,  or  any  of  its  subsidiaries. 


8     COMPUTE!';  Gazelle    June  1984 


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WordPro  and  SpellRight  are  both  specifically  designed  for  the 
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GAZETTE  FEEDBACK 


EDITORS  AND  READERS 


Do  you  have  a  question  or  a  problem?  Have 
you  discovered  something  that  could  help  other 
VIC-20  and  Commodore  64  users?  Do  you  have 
a  comment  about  something  you've  read  in 
computes  gazette?  We  want  to  hear  from  you. 
Write  to  Gazette  Feedback,  computed  gazette, 
P.O.  Box  5406,  Greensboro,  NC  27403. 


Mysterious  Numbers 

I'm  curious  about  lines  like:  SYS  12*4096  +  12*256 

and  BB  =  PEEK(44)4-27  in  your  magazine.  Why 
don't  you  just  write:  SYS  52224  or  BB  =  35? 
Wouldn't  this  be  quicker  than  having  the  com- 
puter perform  the  mathematical  functions  first? 

Joel  A.  Brondes 

In  the  first  example,  you're  right.  It  would  havebeen 
easier  (and  quicker)  to  simply  write  SYS  52224.  The 
reason  the  Hue  was  written  with  the  formula  ions  simply 
programmer  preference.  He  might  have  been  thinking 
in  fenns  of  blocks  (4096)  and  pages  (256)  of  memory, 
and  this  computation  method  was  easier  for  him  than 
computing  the  actual  SYS  address.  In  hexadecimal  the 
number  translates  to  SCC00. 

In  the  second  example,  the  BB  =  35  statement 
might  not  work.  In  this  case,  memory  location  44  indi- 
cates the  start  of  BASIC  program  memory.  But  the 
start  of  BASIC  can  be  changed  by  POKEhig  values  into 
byte  44.  in  this  case,  if  the  start  of  BASIC  were  changed, 
the  value  i)i  BB  would  also  change. 

PEEKing  Joysticks  On  The  64 

I  am  a  VIC-20  owner  and  am  considering  switching 
to  the  Commodore  64.  I  went  to  a  store  to  compare 
the  two,  and  found  that  the  64  had  two  joystick 
control  ports.  Can  two  joysticks  be  plugged  in,  or 
just  one  and  a  light  pen?  If  two  can  be  plugged  in, 
does  a  program  read  both  ports  or  just  port  1?  If  it 
reads  them  both,  then  two  players  can  play  at  the 
same  time,  but  how  does  this  work? 

Todd  Wolfe 

Yes,  joysticks  can  be  used  in  botb  ports.  You  can  check 
the  joystick  positions  by  PEEKing  two  memory  loca- 
tions. Each  time  you  push  the  joystick  in  one  direction 
or  press  the  fire  button,  various  values  are  placed  in 
these  locations.  The  values  indicate  which  operation 
was  performed  with  the  joystick,  paddles,  or  light  pen. 
The  location  to  PEEK  for  port  2  is  56320,  and  port  1  is 

10     COMPUTE!'*  Gazette    Juno  1984 


56321 .  Plug  a  couple  of  joysticks  into  ports  1  and  2  and 
run  this  short  BASIC  program.  While  the  program  is 
running,  push  the  joystick  and  firebutton  and  watch 
the  values  in  these  memory  locations  change. 

10  A=56320:B=56321 

20  PRINTA;PEEK{A) ,B;PEEK(B) iGOTO20 

Each  operation  performed  on  the  joystick  sets  a  bit 
(a  byte  is  composed  of  eight  bits)  in  the  memory  locations. 
The  normal  bit  values  are  one,  but  when  joystick  activity 
is  detected,  the  bit  is  set  to  zero.  The  bits  are  arranged 
as  follows: 

Bits    Operation 

3-0  joystick  direction 

3-2  paddle  fire  buttons 

4        joystick  fire  button 

7-6  read  paddles  on  port  1  or  2 

Reading  individual  bits  is  done  by  PEEKing  with  an 
AND.  To  PEEK  bit  0,  you  would  AND  with  I;  to  check 
bit  1 ,  AND  with  2;  the  number  used  for  the  AND  doubles 
with  each  succeeding  bit,  up  to  a  value  of  128  for  bit  7 

Here's  another  short  demo  program.  Run  this 
program  with  a  joystick  plugged  into  port  2.  Run  it  a 
few  times,  changing  the  value  of  B  to  1,2,4,8,  and  16  to 
see  how  the  individual  bits  are  detected.  When  you 
push  the  joystick,  the  corresponding  bit  will  change  to  a 
zero,  and  the  zero  will  be  displayed  on  the  screen. 

10  A=56320:B=1 

20  PRINTPEEK{A)ANDB:GOTO20 

As  for  a  program  being  able  to  read  both  joysticks  at  the 
same  time,  it's  up  to  the  programmer.  There  are  many 
tioo-player  games  available.  Some  game  programs  might 
use  both  the  joystick  ports  plus  the  keyboard.  It  depends 
on  the  individual  application. 

Double-Sided  Floppies 

1  have  a  tip  for  your  readers  and  a  question  for 
you.  Some  programmers  like  to  cut  a  new  write 
notch  on  their  single-sided  diskettes  so  they  can 
use  the  reverse  side.  However,  there's  no  need  to 
spend  your  money  on  a  special  tool  to  cut  the 
notches.  As  long  as  you  measure  accurately,  a 
half-circle  cut  with  an  ordinary  paper  punch  will 
suffice. 

Now  my  question:  Since  I  have  been  using 
the  backs  of  my  floppy  disks  for  additional  storage, 
I  have  come  across  a  most  annoying  problem. 

About  ten  percent  will  fail  to  format  correctly, 
and  will  give  me  the  message: 


These  are  the  haws  of  a 
master  typist. 


(Jonathan  Pandotf  i,  age  7) 


MasterType—  the  best-selling  program  that 
turns  learning  into  child's  play. 

Given  the  choice  of  learning  a  skill  or  playing  a 
game,  most  kids  go  for  the  game. 

So  how  has  MasterType"  gotten  so  many 
young  kids  to  sit  still  long  enough  to  learn  to  type? 

By  being  fun.  By  bringing  the  fast  action  of 
video  games  to  each  of  Masterly pe's  lesson 
program  segments. 

Kids  get  so  caught  up  in  zapping  spaceships, 
Jthey-hacdly-realizeihey-vemasteredthe-keyboard. 

Warning;  Parents  like  it,  too.  And  may  find 
themselves  unwittingly  becoming  expert  typists 
before  they  know  it. 

Disks:  Apple?  Atari?  Commodore  64*  $39.95 
IBM-PC  $49.95 
Cartridges:  Atari'  Commodore  64"  $39.95 

Try  the  other  programs  in  the  Scarborough 
System— Songwriter,"  PictureWhter',"  Phi  Beta 
Filer',"  PatternMaker'"  and  Run  for  the  Money'."  All 
Scarborough  software  utilizes  your  computer's 
capabilities  to  the  fullest.  And  perhaps  more 
importantly,  all  are  easy  to  use. 


Apple,  IBM  and  Atari  are  registered  trademarks  of  Apple  Computer,  Inc.,  International 
Business  Machines  Corp.  and  Atari,  Inc.  respectively.  Commodore  64  is  a  trademark  of 
Commodore  Electronics  Limited. 


■  ■■  ^flfe  M  m  fl'  M    You'll  grow  with  tn. 

The  Scarborough  System. 

Scarborough  Systems,  Inc.,  25  N.  Broadway,  Tarrytown,  New  York  10591^^  M 


.  Broadway,  Tarrytown 


^H  ■■HHHHHHHHMHHHI  Hi 

TIT  r:S-  t>  :>    *    z  - 

•         i                VI                 •   -     H           \)            j           u            ^          v 

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21,  READ  ERROR,  75,  01 

This  never  happens  when  formatting  the  front 
side  of  the  disk.  What  is  the  problem? 

Philip  A.  Grimes 

Thanks  for  the  tip.  However,  here's  a  stro}ig  caution 
which  is  also  ail  answer  to  your  formatting  problem. 

When  most  diskettes  are  first  manufactured,  they 
are  intended  to  be  double-sided .  The  magnetic  coating 
on  both  sides  is  subjected  to  rigorous  tests,  if  both  sides 
pass  the  certification  tests,  it  is  sold  as  a  double-sided 
diskette.  If  one  side  fails,  but  the  other  tests  OK,  it  is 
sold  as  a  single-sided  disk.  When  you  use  the  reverse 
side  of  a  single-sided  floppy,  it  may  have  already  been 
tested  and  proven  to  be  faulty — thus  a  probable  cause  of 
your  formatting  problem. 

Another  strong  point  to  consider  when  using  the 
reverse  side:  dust  contamination.  Manufacturers  put  a 
special  lining  inside  the  diskette  jackets.  The  lining  acts 
like  a  broom,  sweeping  the  dust  off  the  magnetic  surface. 
Because  the  diskette  always  spins  in  the  same  direction, 
the  dust  has  a  tendency  to  be  swept  into  one  corner  of 
the  jacket.  When  you  turn  the  diskette  over  and  use  the 
reverse  side,  the  diskette  spins  in  the  opposite  direction. 
This  can  spin  the  dust  out  of  the  corner,  and  back  onto 
the  delicate  magnetic  coating,  possibly  causing  irrepar- 
able damage. 

Using  commercially  available  double-sided  disks 
doesn't  necessarily  solve  the  problem.  Double-sided 
diskettes  are  meant  to  be  used  on  double-sided  disk 
drives.  These  drives  have  ttoo  read/write  heads,  one  on 
the  top  and  one  on  the  bottom.  This  means  that  the 
diskettes  don't  have  to  be  turned  over;  they  always  spin 
in  just  onedirection.  When  you  use  double-sided  floppies 
in  the  154J  and  1540,  you  still  have  to  reverse  the  disk- 
ette to  reach  the  second  side.  So  even  though  the  diskette 
was  tested  safe  on  both  sides,  you  still  face  the  dust 
contamination  problem. 

gazette  Double-Talk? 

I'm  an  avid  reader  of  your  magazine,  but  your 
March  issue  leaves  me  puzzled. 

In  the  Feedback  column  you  reiterate  advice 
to  avoid  using  the  SAVE@0:  (SAVE  with  replace) 
command  with  the  1541  disk  drives.  Yet,  you 
feature  a  utility  on  page  120  which  is  based  on 
just  that  function. 

What  gives?  As  they  say,  it  appears  that 
you're  talking  out  of  both  sides  of  your  mouth. 

John  Pre  mack 

An  interesting  point.  We  still  maintain  that  you  should 
avoid  the  SAVE  with  replace  command  to  be  on  the  safe 
side. 

However,  in  our  judgment,  the  article  and  program 
were  worth  publication  on  their  own  merit.  The  author 
chose  to  mf  this  command  in  his  program.  It  is  possible 
rem        ae  "(a0:"  (SAVE-with-replace)  from  the 
rog       ,  out  you  would  have  to  change  the  program 


ach  time. 

1 2     (.OMPUTEI's  Gazelle    J  un  e  1 984 


Cleaning  Disk  Drive  Heads 

I  recently  purchased  a  head  cleaning  kit  for  my 
Commodore  1541  disk  drive.  The  instructions 
included  with  the  cleaning  kit  state  that  I  must 
insert  the  cleaning  disk  into  the  drive  and  then 
start  the  drive  to  engage  the  head  for  30  to  60  sec- 
onds. Does  the  head  engage  when  you  first  turn 
on  the  drive  (the  red  light  turns  on  for  about  5 
seconds).  How  do  I  engage  the  heads  so  that  the 
disk  drive  is  properly  cleaned? 

Jerry  A.  Coy 

Don't  depend  on  the  brief  spin  when  the  drive  is  first 
turned  on  to  do  the  cleaning.  After  inserting  the  cleaning 
diskette,  you  can  make  the  drive  spin  any  number  of 
different  ways. 

Try  loading  the  directory  (LOAD  "S",8),  initial- 
izing the  diskette  (OPEN  15,8,15,"!"),  or  using  the 
format  command  (OPEN  15,8,15:PR1NT#15,"NO: 
TEXT,T1":CLOSE  15).  Any  command  that  forces  the 
drive  to  either  read  or  write  can  be  used  when  cleaning. 

Colliding  Sprites 

I  am  trying  to  write  a  machine  language  game 
using  sprites  and  am  having  trouble  with  the  col- 
lision register  ($D01E).  I've  found  out  that  if  I 
read  the  register  a  second  time  in  machine  lan- 
guage, all  I  get  is  a  zero,  not  any  current  collisions 
as  I  do  when  I  PEEK  the  register  in  BASIC. 

It  is  a  great  waste  of  time  to  return  to  BASIC 
just  to  PEEK  the  collision  register.  Certainly  there 
must  be  a  way  to  get  the  computer  to  reset  this 
register  in  machine  language.  How  do  I  overcome 
this? 

Sean  D.  Wagle 

The  problem  you  describe  occurs  because  a  small  amount 
of  time  is  required  for  the  collision  registers  to  reset 
after  they  are  read.  Any  time  you  read  these  registers, 
whether  from  BASIC  or  machine  language,  they  are 
automatically  set  to  zero  afterwards.  Since  it  takes  a 
brief  moment  for  these  registers  to  reset  themselves, 
reading  them  over  and  over  at  machine  language  speeds 
tvill  produce  some  zero  readings  even  though  collisions 
are  still  occuring.  The  best  zoay  to  deal  with  this  problem 
is  to  add  a  delay  so  that  the  collision  registers  arc  read 
at  longer  time  intervals.  Store  the  results  of  the  read 
in  a  separate  storage  location,  then  use  this  storage 
location  to  check  for  either  sprite-to-sprite  or  sprite-to- 
backg round  collisions . 

The  collision  registers  are  two  memory  locations 
$D01  E  (decimal  5327S)  and  $D01  F  (decimal  53279). 
The  eight  sprites  (0-7)  register  collisions  by  setting  the 
corresponding  bits  (0-7)  in  each  of  these  registers.  The 
first  location  (SD01E)  signals  collisions  between  sprites 
by  setting  to  1  the  appropriate  bit  for  each  sprite  involved 
in  the  collision.  Since  sprite-to-sprite  collisions  must 
always  involve  at  least  two  sprites,  txoa  or  more  bits  in 
this  register  turn  on  for  any  contact  between  sprites. 


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The  second  locution  (SDOJF)  signals  contact  be- 
tween a  sprite  and  a  nonzero  portion  of  the  background. 
Like  the  first  register,  bits  are  turned  on  for  each  sprite 
which  "touches"  a  nonzero  part  of  the  background. 

Collisions  occur  only  when  solid  portions  of  the 
sprite  occupy  the  same  spot  on  the  screen  as  another 
solid  portion  of  a  sprite  or  background. 

Renaming  Disks 

I  have  many  programs  now  collected  on  disk.  T 
find  that  my  disk  names  and  numbering  system 
have  become  a  Mulligan  Stew.  I  would  like  to 
retitlc  and  number  them  in  a  proper  and  orderly 
manner. 

Do  you  know  of  a  way  to  retitle  and  number 
them  so  that  the  contents  of  the  programs  are  not 
harmed  in  any  way? 

James  R.  Maloney 

White  it  Is  simple  to  rename  a  program  on  disk,  it  is 
more  complicated  to  rename  the  actual  disk.  If  done 
incorrectly,  it  may  ruin  the  disk  directory.  If  you  want 
to  rename  a  disk,  it  is  best  to  format  a  new  disk  with  the 
desired  name  and  ID  number,  then  copy  all  the  programs 
from  the  old  disk  to  the  new. 

Changing  the  names  of  the  programs  on  your 


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trace.  Single  step.  Execute  ■  Set  10  breakpoints  and/or 
Gopoints  •  Full-screen  memory  display  and  modify 

PLUS  the  Machine  Language  Programmer's  Bible: 
"Inside  the  Commodore  64' 


*69 


95 


Plus  $3.00  pojtsgo  cmd  handling. 
I  Minn  reside  n  I  a  add  6%  \ 


P.O.  Sox 7426  Minneapolis,  MN  55407 

Calf  ToH-Free  1-800-328-0145 
or  in  Minnesota  call:  (612)  871-4505 


diskettes  is  easy,  however,  and  can  be  done  with  one 
command.  Here's  the  format: 

OPEN  15,8,15:  PRINT#15,"R0:«ew/t«ime=  oldname": 
CLOSE  15 

where  RO:  means  rename,  new  name  is  the  new  name 
you  wish  to  give  to  the  program,  and  oldname  is  the 
current  name. 

if  you  wish  to  rename  more  than  one  program, 
enter  and  RUN  this  program  (for  both  the  VIC  and  64). 

10  CLOSE15:OPEN15,8,15 

20  PRINT" IcLRH DOWN}  RENAMING  PROGRAMS" 

30  PRINT" ENTER  OLD  NAMfis " I INPUTOS 

40  PRINT "ENTER  NEW  NAME: " : INPUTNS 

50  PRINT#15, "R0!":NS; "=";0? 

60  PRINT" {DOWN}  PRESS  (RVS)Fl(OFF}  TO  REP 

EAT" 
70  GETA$:IFA?=""THEN70 
80  IFA$<>"fFl}"THENEND 
90  GOTO 20 

Useful  POKEs 

Here  is  a  data  table  showing  some  useful  POKEs. 
We  use  it  here  at  our  school,  100  Mile  Junior  Sec- 
ondary, British  Columbia.  1  am  sure  there  are 
others  who  could  benefit  from  this  compilation. 

Dave  Schneider 


Fund  ion 

VIC 

64 

"Cold"  Start 

SYS  64802 

SYS  64738 

Uppercase/Graphics 
Lowercase/Uppercase 

I'OKE  36869,240 
I'OKE  36869,242 

POKE  53272,21 
POKE  53272,23 

Disable  STOP 

POKE  808,127: 
POKE  788,  I'M 

I'OKE  788,52: 
POKE  808,239 

Enable  STOP 

POKE  808, 112: 
POKE  788,191 

POKE  788,49: 
I'OKE  808,237 

Disable  STOP, 
RESTORE,  and  LIST 

POKE  808, 100: 
POKE  802,0: 
POKE  803,0: 
POKE  818,165 

I'OKE  808,225  or 
POKE  808,234 

Enable  STOP, 
RESTORE,  and  LIST 

POKE  808,1 12: 
I'OKE  802,243: 
I'OKE  803,243: 
POKE  818,133 

POKE  808,237 

Disable  RESTORE 

POKE  792,90 

POKE  793,203 

Disable  SAVE 

POKE  818,73 

I'OKE  819,245: 
POKE  818,32 

Enable  SAVE 

POKE  818,113 

POKE  818,245: 
POKE  818,237 

Disable  Repeal 

I'OKE  650,0 

POKE  650,0 

Enable  Repeal 

POKE  650,128 

I'OKE  650,128 

Disable  LIST 
Enable  LIST 

POKE  775,200 
POKE  775,199 

I'OKE  775,200 
I'OKE  775,167 

Clear  Keyboard  Buffer 

POKE  198,0 

POKE  198,0 

Disable  Keyboard 
Enable  Keyboard 

POKE  649,0 
POKE  649,10 

POKE  649,0 
POKE  649,10 

Restore  Keyboard 

POKE  650,0 

I'OKE  649,10: 
POKE  808,237 

14     COMPUTEI's  Gazelle    June  1984 


Thank  you.  We're  sure  our  readers  will  find  the  table 
helpful.  When  using  the  POKEs  to  disable  LIST, 
note  that  RUN/STOP-RESTORE  will  not  reset  the 
computer.  Q 


- 


1  ^ 


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GRAF  64  converts  mathematical  functions 
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M^/m    even  Cities  of  Cold  is  an  attempt 
^^^     v\  i th  thi'  computer  medium  to  do 
^^^    lor  I  lie  sixteenth  century  and  the 
H^F    Spanish  conquistadors  \\  ha! 
Shogun  did  for  sixteenth-century  Japan,"  says  David 
Grady,  publica lions  manager  lor  Electronic  Arts. 

the  fact  that  Grady  can  say  that  with  a  straight 
face  is  due  in  no  small  sense  to  his  company's 
remarkable  track  record  in  producing  some  of  the 
most  innovative  and  well-conceived  computer 
games  on  the  market. 

And  the  new  game  he's  referring  to,  Seven 
Cities  of  Gold,  is  a  good  example  of  several  trends 
in  game  software  we'll  see  in  the  future — more 
depth  of  play,  greater  background  research, 
sophisticated  humor,  and  increased  emphasis  on 
human  qualities. 

I  ike  James  Clavell's  hook,  Shogun,  Seven  Cities 
is  an  attempt  to  recreate  a  past  world  lull  of  rich 
detail.  But  in  this  world,  you  decide  how  almost 
every  phase  of  the  plot  will  be  carried  out. 

"It's  like  writing  a  historical  novel,"  continues 
Grady.  "And  when  that  is  what  vou  set  out  to  do, 
you've  got  to  make  it  wink  like  a  historical  novel. 
You've  got  to  immerse  yourself  in  the  period,  and 
think  about  what  you  can  do  with  the  medium  to 
give  people  the  kinds  of  emotions  that  you're 
discovering  existed  in  the  period  as  you  do  your 
research." 

A  brief  description  of  the  game  only  hints  at 
its  depth:  As  a  sixteenth-century  Spaniard,  you 
lead  an  expedition  to  discover  the  new  world, 
first  outfitting  your  ship,  getting  (he  king's 
blessing,  and  then  sailing  off  to — -who  knows 
where?  There  are  thousands  of  miles  of  ocean  in 
which  to  get  lost  and  the  prospect  of  a  mutinous 
crew.  There  are  natives  who  may  be  hostile, 
friendly,  or  just  wary.  And  there  is  the  entire 
new  world  lor  vou  to  explore,  settle,  and — as  in 
history — to  plunder.  But  beware.  Hie  new  world 
holds  penalties  tor  too  rapacious  an  attitude. 

The  game,  created  for  Electronic  Arts  by 
Ozark  Softscape  (which  also  developed  M.U.L.E.) 
is  expected  to  be  available  for  the  Commodore  64 
and  Atari  machines  by  the  time  you  read  this, 
aiul  for  IBM  and  Apple  computers  later  this  year. 

"As  vou  get  computers  which  have  more 
memory  available  and  more  speed,  programmers 
are  going  to  take  advantage  [of  these]  to  do  more 
richly  complex  things,"  says  Gradv.  "And  build- 
ing models  of  things  that  work  in  the  world  is  one 
of  the  neat  things  you  can  do  with  a  computer." 

18     COMPUT£l's  Garplle    Juno  1984 


There  is  a  focused  attention  among  computer 
game  producers  today,  much  like  the  concen- 
tration that  would  come  with  the  prospect  of  being 
hanged  at  dawn.  Why?  Millions  of  dollars  can  be 
won  or  lost  by  software  developers  and  the  dealers 
who  sell  ihe  software.  And  all  of  that  potential 
profit  or  loss  hinges  on  correctly  anticipating  what 
games  the  public  will  want  a  year  or  two  from  now, 

What  will  the  consumer  buy  tomorrow?  "It's 
like  trying  to  aim  at  a  moving  target,"  says  Ken- 
neth Williams,  president  of  Sierra  On-Line,  one 
of  the  industry's  most  successful  software  man- 
ufacturers. I  lis  comment  was  made  during  a  spe- 
cial seminar  on  computer  games  at  last  February's 
Softcon,  the  international  conference  and  trade 
fair  for  the  software  industry. 

Words  of  warning  came  from  writer  anci  game 
designer  Roe  Adams  III,  another  participant  in 
the  seminar:  "People  are  becoming  more  finicky 
about  software.  Game  designers  will  have  to  bring 
people  into  the  game. 

"The  software  companies  that  will  succeed 
are  the  ones  which  put  human  values  in  their 
software,"  he  added. 

That  prescription  will  be  important  for  the 
games  of  the  future,  whether  they  are  fast-action, 
arcade-style  games  or  the  increasingly  popular 
text  adventures. 

In  B.C/s  Quest  For  Tires  ($34.95),  Sierra  On- 
Line  features  Johnny  Hart's  internationally  popu- 
lar cartoon  strip,  B.C.,  to  add  humor  and  a  human 
touch  to  a  colorful,  fast-action  contest. 

As  software  manufacturers  reach  for  a  larger 
audience,  they  are  using  familiar  names,  faces, 
and  situations  to  help  consumers  identify  with 
their  games.  HesWare's  Minnesota  Fnts'  Pool  Chal- 
lenge, Broderbund's  Choplifter  (remember  the 
Iranian  rescue  mission?),  and  Datasoft's  The  Dallas 
Quest  (J.R.  Ewing  and  the  rest  of  the  family)  are 
examples. 

The  growing  popularity  of  adventure  games 
holds  another  key  to  the  future  of  computer  soft- 
ware— more  sophisticated  use  of  natural  lan- 
guage. Early  adventure  games  allowed  the  player 
only  a  limited  number  of  commands — -usually 
two-word  orders  such  as  "Get  lantern"  or  "Kill 
dragon."  The  newer  games,  and  those  still  on  the 
drawing  boards,  use  far  greater  vocabularies  and 
more  powerful  parsers,  which  are  used  to  interpret 
your  commands.  Full  sentences  can  now  be  inter- 
preted by  game  software. 

Sierra  On-Line  is  a  company  which  pioneered 


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Bnng  the  whole  family  together  with 
programs  that  are  educational,  flexible, 
extendable  and  fun.  As  the  years  go  by 
you'll  be  glad  you  did. 

Families  like  yours  know  programs  aren't 
all  the  same.  And  that  a  computer  is  only 
as  good  as  the  software  that  runs  on  it. 

So  go  ahead.  Demand  programs  flexible 
enough  to  fit  your  children's  abilities  as 
they  grow.  Insist  on  features  that  extend 
subject  matter  as  far  as  you  want  to  take 
it.  And  be  unimpresed  if  the  whole  thing 
isn't  great  fun.  Then  watch  as  your  family 
keeps  coming  back  to  Advanced  Ideas. 
You'll  discover  that  you've  really  started 
something. 

How  to  Choose  Software 
for  Your  Home 

"As  an  educator  with  over  a  decade  of 
experience  using  computers  with  child- 
ren, I've  found  there  are  key  features  in 
a  well-designed  learning  game.  One 
is  extendability. 

Look  for  enough  variety  to  hold  your 
child's  attention  over  time.  Some  games 
are  appealing  in  the  short  run,  but  are 
quickly  mastered.  Supplementary  materi- 
als such  as  disks  of  added  lessons  can 
continue  your  child's  interest  and 
enjoyment. 

The  ability  to  modify  a  program  is  another 
form  of  extendability.  Authoring  systems 
can  let  you  create  lessons  on  your  own 
topic  areas  for  any  age  level  and  allow 
children  to  create  and  save  original  work, 
giving  a  sense  of  completion  and  pride 
vital  to  learning." 

Software  of  Choice 

Advanced  Ideas  (formerly  Computer- 
Advanced  Ideas)  leads  the  industry  with 
programs  designed  for  extendability 
through  easy-to-use  authoring  systems 
and  a  unique  library  of  LearningWare™ 
diskettes.  Rich  game  play  and  sound 
educational  design  have  won  Advanced 
Ideas  programs  the  approval  of  the 
National  Education  Association. 

Ask  to  see  a  demonstration  at  your  local 

computer  store. 

Then  make 

Advanced  Ideas 

a  tradition  in 

your  home. 


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2550  Ninth  Street    Suite  104     Berkeley.  CA  94710 
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Advanced  Ideas  programs  art?  compatible  wilh  the  most  popu- 
lar computers:  Apple, ■  IBM  •  And  Commodore.  ** 
Apple  is  a  registered  trademark  ol  Apple  Computerr,.  Inc  IBM  is 
.in  glitered  trademark  oi  IBM  Corp.  Commodore  ir;  a  trade 
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apft,   -  1192 
me  expeotTion   is  on  Lano. 


rM&Tk 


*=-  O  *>*> 


-3T  OO 


pace-.cauT  toas 
TetmaimfiLain 


The  expedition  ha*  landed  on  an  uncharted  island  in  Electronic 
Art*'  Seven  Cities  of  Gold. 


B.C.'s  Quest  For  Tires  by  Sierra  On-line  features  a  popular 
cartoon  character. 


the  use  ul  graphics  in  text  .id venture  games.  "We 
have  to  lay  out  an  adventu  re  game  like  we're  doing 
ten  different  games  in  order  to  get  people  to  play 
it  over  and  over  again,"  says  Williams. 

King's  Quest  {IBM  PC,  S49.95)  a  new  adventure 
game  from  Sierra  On-Line,  was  almost  two  years 
in  the  making,  he  says.  Using  the  keyboard  and 
an  optional  joystick,  you  guide  Sir  Grahame 
through  a  series  of  adventures,  using  full  sen- 
tences. There  is  more  than  one  ending  to  the  game, 
and  a  player  is  given  points  for  the  cleverness  of  a 
particular  solution. 

But,  with  King's  Quest,  colorful  three- 
dimensional  graphics  accompany  the  text.  Char- 
acters are  animated  to  a  greater  degree  than  in 
past  adventure  games.  They  run,  talk,  and  swim, 
for  example.  The  ultimate  goal  for  the  future, 
Williams  says,  is  realtime  animation.  You  type  in 
a  command  for  your  character  to  open  a  door  and 
walk  to  another  room.  The  door  will  then  be  seen 
to  open,  a  creaking  sound  will  be  heard,  and  your 
character  will  walk  through. 

Infocom,  Inc.,  a  software  company  that  is 
already  something  of  a  legend  in  its  own  time, 
avoids  adding  graphics  to  the  complex  and  cap- 
tivating text  adventure  games  it  produces.  A  vari- 
ety of  different  games,  such  as  the  Zark  trilogy, 
the  murder  mystery  Deadline,  and  the  science 
fiction  adventure  Suspended,  has  gained  Infocom  a 
fiercely  loyal  following.  The  Zork  games  sparked 
a  Zork  User  Group  (ZUG)  which  boasted  more 
than  20,000  members.  ZUC  has  since  disbanded, 
but  interest  in  Zork  remains  strong. 

A  new  game,  Sorcerer  ($49.95),  is  a  sequel  to 
the  company's  popular  Lnehanter,  and  a  part  of  In- 
focom's  interactive  fiction  series  in  the  mystic  arts. 
Sorcerer  c,in  understand  a  vocabulary  of  more  than 
1,000  words,  which  allows  you  a  much  more  nat- 
ural dialogue  with  your  computer.  As  a  neophyte 
wizard,  you  depend  on  spells,  potions,  and  other 

70     COMPUTE!'*  Gazelle    June  1984 


magic  powers  to  find  treasure  and  solve  puzzles. 

"Ultimately,  the  nicest  thing  would  be  to  Itilk 
to  your  computer  and  say,  'OK,  now  I'm  going  to 
interrogate  this  suspect  about  where  he  was  when 
the  murder  was  committed,'  something  like  that," 
says  Marc  Blank,  a  vice  president  at  Infocom  and 
one  of  the  guiding  lights  in  the  company's  success. 

"We've  always  felt  that  sound  and  graphics 
are  pretty  much  irrelevant,  and  in  a  way  detract 
attention  from  other  parts  of  the  story'.  Those 
things  are  really  bells  and  whistles,"  he  says. 
"We've  spent  our  time  working  on  the  plot  and 
the  writing,  the  puzzles,  and  the  parsing — things 
that  are  much  more  re  le  van  I." 


Text  adventure  games  also  allow  great  leeway 
in  the  use  of  humor,  another  part  of  computer 
programming  that  game  developers  will  continue 
to  explore  in  future  games. 

Tell  Sinus's  Blade  of  Blackpool  that  you  wish  to 
do  harm  to  an  innocent  bystander,  for  instance, 
and  the  game's  response  is  likely  to  be  "My,  we're 
feeling  violent  today!"  Type  in  the  word  "Sneeze" 
in  Infocom's  Planeifall.  "Gesundheit"  flashes  on 
the  screen  of  your  computer.  Humor  and  an  un- 
derstanding of  human  foibles  are  facets  of  adven- 
ture games  thai  the  best  programmers  bring  to 
their  craft. 

"All  of  us  like  to  laugh  a  lot,"  says  Electronic 
Arts'  Grady.  "We  like  to  play.  And  humor  just 
naturally  flows  from  that  situation.  So  we  quite 
naturally  found  ourselves  wanting  to  publish 
games  that  would  make  people  laugh." 

Infocom's  Blank  agrees,  "Inevitably,  if  you're 
giving  the  player  a  tot  of  open-ended  possibilities, 
some  of  them  are  just  inherently  humorous  or 
absurd.  And  we  all  have  the  sense  of  which  things 
we  should  consider  when  we're  writing  the 
games,  and  which  things  we  shouldn't  bother.  I 


a.  &»*<<  % 


St 


a**}<Mf-  U/h    n  *  *  ■ 

Defy       °^  t°°9^  ** 


tociidc&£lc 


;ON  WAGON 


Iiii 


***/« 


BJ3&M&: 


OK  VMCio!^^ 

biftaridea'?- 
-  Mart 


■■■■■■■■■ 


If  getting  the  whole  family  together 

is  a  real  challenge,  maybeyou  need  games 

that  really  challenge  the  whole  family. 


Introdueinga  new  generation 
of  computer  games.  Family  Learning 
Games  from  Spinnaker. 

Ever  notice  how  a  little  fun  with  the 
family  can  be  a  little  hard  to  arrange? 

Well,  now  there's  a  solution -Spinnaker's 
Family  Learning  Games.  A  whole  family  of 
great  games  that  make  getting  the  family 
together  seem  like  child's  play.  And  make 
"family  fun"  really  seem  like  fun  again. 
What's  more,  they'll  even  help  your  kids 
develop  some  very  important  skills. 


It's  New! 

AEGEAN  VOYAGE." 

Where  do  monsters  lurk?  Ana 
which  islands  have  treasures 
tolirlKiliSVHi't'rtlhftni.ic.li/:, 
words,  foi  only  Ins  clues  can 
lead  you  to  riches  and  a  safe 
return.  Ages  8  -  Adult. 


What  makes  our  Family  Learning  Games 
so  special?  Well,  for  one  thing  they're 
designed  to  challenge  and  excite  everyone 
in  the  family,  from  grade  schoolers  to 
grownups.  Their  unique  combination  of 
chance  and  strategy  makes  them  perfect 
for  young  players,  yet  challenging  enough 
that  everyone  will  want  to  play  them  again 
and  again. 

But  what  makes  our  Family  Learning 
Games  even  more  unique  is  how  they  help 
kids  learn  -  about  problem  solving,  strategiz- 
ing,  spelling,  even  Greek  mythology. That's 

ADVENTURE 
CREATOR." 

Design  a  challenging  adventure 
game  that  everyone  can  play 
or  let  the  computer  design  one 
for  you.  It's  exciting,  creative  - 
and  utterly  addictive! 
Ages  1Z-  Adult. 


quite  a  bit  more  than  they'd  learn  from  a 
typical  board  game  (if  you  could  even  get 
them  to  play  a  typical  board  game). 

So  next  time  you  want  to  get  every- 
body together,  don't  get  discouraged  -  get 
Spinnaker's  Family  Learning  Games. 

You'll  find  the  biggest  challenge  in  family 
fun  won't  be  on  the  refrigerator.  It'll  be 
on  the  computer. 

SpinnaKer  games  are  available  for  ColecoVision*  and 
for  Coleco  Adam,"  Commodore  64  "  and  Atari1  home 
computers. 


UP  FOR  GRABS.'" 

It's  a  wildly  exciting  crossword 

game  where  everyone  has  to 
Wi  i  nK  f  ast .  Mo  re  wo  rds  wi  I!  help 
you  win  --  but  don't  get  caught 
with  leftover  lettersl 
Ages  8  -  Adult. 


SP//WWK02 


We  make  learning  fun. 


Cartridges  for:  Co lecoVision.  Coleco  Adam,  Atari 
3nd  Commodore  64. 


CotKoVowi  mo  Ann  ire  t cgsttfM  IrMWiarto of  Cowto  ImVMria  and  Man.  I nc.  nwettwrty. Cofetn  Adam  ma  Commodore  64  art  uonwta  of  cokto  iMustnn and  Commoaort  Dearoracs  Ltd  (rspfttwHy  c 1 963, 

Sfwwi4k*r  Software  Corn.  All  rxtfits  ftscnml. 


Graphics  and  text  are  combined  in  Sierra  On- Line's  adven- 
ture, King's  Quest,  for  the  IBM  PC. 


'.'■■   ,;  '.-. 


HiTTTWfP 


•;;  ;?-;U'i  ircis 


"is  I". 
silt  ta  rsiih  it.  !hrt  at  s»o«|j  in  tM  Hit 
■■•  desNM  tt  II*  ihm.  Ibt  vails  i«t :: 
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;:■:-.-  tb  9itttn  »ai  til  tf  Nr  atienlwU  tki 
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t2»tBtii»P,  stntnt  v'm  tfiti  Us! ins  tt 
■.-.--'  ww  to  m  m 

.: 

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[  j>1bj  tnj  ww  it 


OmM  It  Jttiu  jce'vj 


/I  typical  screen  from  the  all-text  adventure,  Infictel,  by 
Infocom. 


think  the  humor  is  very  important.  It's  a  way  of 
making  the  machine  less  visible,  by  making  it  a 
little  more  human." 

How  revolutionary  will  the  changes  be  in 
future  games,  as  humor  and  human  touches  are 
added  to  other  improvements  in  programming 
and  computer  capabilities?  "My  guess  is  it's  going 
to  be  more  evolutionary,  with  some  reasonably 
large  steps  every  once  in  a  while.  But  I  don't  expect 
anything  revolutionary,"  says  Blank. 

"On  each  game,  what  we're  really  working 
on  is  to  add  something  new.  And  then  every  year 
or  so  to  come  out  with  something  that's  different, 
that  puts  all  that  together  with  other  things  to 
create  a  product  that's  more  than  the  sum  of  all 
these  improvements,"  he  adds. 

The  popular  success  last  year  of  a  new  video 
disk  arcade  game  called  Dragon's  Lair,  leads 
its  creator,  Don  Bluth,  to  believe  that  laser-driven 
video  disks  are  the  wave  of  the  future.  And  that 
includes  home  computers  as  well,  he  says. 

Bluth,  a  former  Walt  Disney  animator  who 
now  heads  Don  Bluth  Animations,  is  producer 
and  designer  of  a  similar  video  game,  Space  Ace, 
which  made  its  debut  earlier  this  year. 

Like  Dragon's  Lair,  the  new  game  features 
colorful  motion-picture  style  animation,  a  cast  of 
zany  characters,  stereophonic  sound,  and  a  fast- 
paced  multiple-decision  scenario  for  the  user. 

Slightly  more  than  25  minutes  of  classical 
animation  have  been  programmed  onto  the  pitted 
surface  of  a  video  disk,  which  is  about  the  size  of 
a  record  album.  A  laser  reads  the  pits.  "Pioneer 
has  come  up  with  a  new  machine  which  is  a  very, 
very  fine  player,"  says  Bluth.  "It  has  a  random 
access  which  is  much  faster.  Itcan  randomly  access 
several  things  consecutively  up  to  about  five  feet 
of  film,  and  you  will  sec  no  search  (the  half-second 

17     COMPUTE!'-;  Gazelle    Juno  1984 


blank-screen  delay  caused  when  the  laser  jumps 
from  one  part  of  a  disk  to  another). 

"It  still  uses  one  laser,  but  it's  done  with  a 
mirror  action.  The  laser  is  refracted  and  instan- 
taneously thrown  across  the  disk.  So  the  only 
time  you  will  see  a  tiny  search  is  when  you  have 
failed  to  make  a  correct  move  and  you  access  to  a 
death  scene.  But  if  you're  playing  successfully, 
you'll  see  no  search  time,"  he  says. 

Space  Ace  cost  about  SI  .8  million  to  develop, 
says  Bluth.  And  a  sequel  to  Dragon's  Lair,  called 
Dragon's  Lair  II — Time  Warp  is  being  created  at  a 
cost  of  about  $2,3  million. 

"The  laser  disk  is  a  very  delicate  instrument, 
and  when  it's  used  properly,  the  game  will  be 
exciting  to  look  at  and  to  play,"  says  Bluth.  "When 
those  two  elements  work  in  tandem,  1  believe  you 
will  make  obsolete  the  traditional  arcade  game 
because  we'll  leave  the  arena  of  big  dots  and  enter 
the  arena  of  motion  picture  entertainment.  If  Space 
Ace  works  very  well,  then  we'll  know  that  Dragon's 
Lair  was  not  a  fluke,  and  that  the  laser  disk  future 
is  very  bright." 

Coleco  has  reportedly  purchased  the  rights 
to  both  games  for  possible  introduction  into  the 
home  through  its  Adam  computer  system,  al- 
though no  details  about  the  plans  have  yet  been 
announced. 

"The  laser  disk  industry  will  start  to  blos- 
som," says  Bluth.  "And  when  that  begins  to  hap- 
pen, the  price  will  come  down.  Sitting  there  in 
everyone's  living  room,  with  all  the  other  players 
that  they'll  have,  will  be  a  laser  disk  player." 

A  unique  enterprise  started  this  spring  in 
Orange  County,  California,  which — if  suc- 
cessful— will  bring  a  television-based  games  ser- 
vice to  the  nation.  Called  The  Games  Network, 
this  system  offers  20  different  computer  games 


E£31 


Mcwfif 


S 


You  bought  a  computer  to  cultivate  your  kids'minds. 
Make  sure  it's  bearing  fruit,  not  growing  vegetables. 


Introducing  a  whole  crop  of  Learning 
Adventure  games  from  Spinnaker. 

When  it  comes  to  cultivating  adventurous 
young  minds,  the  computer's  potential  is 
endless. 

Unfortunately,  the  search  for  software 
that  makes  the  most  of  that  potential  has 
been  endless,  too. 

That  is.  until  Spinnaker  created  the 
Learning  Adventure  Series.  A  unique  collec- 
tion of  games  that  reward  curiosity  with 

It's  New!  TRAINS.'" 

Ybu're  in  charge  of  an  old-time 
railroad  -  and  whether  it  turns 
into  a  bonanza  or  a  bust  depends 
on  how  well  you  run  It.  But  either 
way  you'll  find  that  working  on 
this  railroad  is  a  challenge  -  and  a 
lot  of  fun  I  Ages  10-  Adult. 


hours  of  adventure  and  learning.  So  the 
time  kids  spend  with  our  games  will  help 
them  develop  valuable  skills.  Instead  of  just 
tired  thumbs. 

But  what  really  makes  our  Learning 
Adventure  games  unique -educational  value 
aside- is  how  much  fun  they  are.  Which  isn't 
too  surprising  when  you  consider  you  can 
do  things  like  bargain  with  aliens,  search  a 
haunted  house,  or  bu ild  your  own  railroad 
empire. 


It's  New! 

ADVENTURE 

CREATOR."' 

Design  a  challenging  adventure 
game  that  you  or  a  friend  tan 
tackle  -  or  let  the  computer 
design  one  for  you.  It's  complex. 
exciting  -  utterly  addictive! 
Ages  12-Adult. 


In  fact  our  games  are  so  much  fun.  kids 
will  really  enjoy  developing  some  very  impor- 
tant skills.  Deductive  reasoning,  note  taking. 
and  problem  solving,  for  instance. 

So.  if  you're  in  the  market  for  software 
that  will  truly  cultivate  young  minds,  pick  the 
Spinnaker  Learning  Adventure  Series. 

It's  the  best  way  to  be  sure  your  search 
will  be  fruitful. 

Spinnaker  Learning  Adventure  games  are  available 
for  Apple.  ■  Ata  ri. "  I BM  *  and Commodore 64 '*  home 
computers. 

IN  SEARCH  OF 
THE  MOST 
AMAZING  THING.'" 

It  isn't  easy  to  find  -  even  in 
your  B- line  r.  But  you"  1 1  have  help 
from  your  Uncle  Smoke  Bailey 
as  you  search  the  universe  to  find 
the  Most  Amazing  Thing. 
Ages  10- Adult. 


SP//Y/M/f£fc 


We  make  learning  fun. 


Disks  for:  Apple.  Atari.  IBM,  and  Commodore  64. 
Cartridges  for:  Atari  and  Commodore  64  - 

(ADVENTURE  CREATOR  only) 


Apple,  mm  anil  IBM  arc  register M  trademarks  of  Apple  Compuier.  Iric .  nun.  Inc.  arid  international  BiKircess  Machine  Corp.  Commodore  64  b  a  trademark  of  Commodore  Electronics  Lid.  o  1 984,  Spinnaker  Software  Corp. 
aH  i  igMs  reserved. 


Classic  animation  produced  by  a  laser  disk  is  a  feature  of  Don  Bluih's  neiv  Space 
Ace  arcade  same. 


which  can  be  downloaded  from  your  television 
screen  into  a  specially  leased  64 K  microcomputer 
(not  a  stand-alone)  named  The  Window.  The  Net- 
work will  offer  a  variety  of  educational,  arcade, 
and  adventure  games.  Five  new  games  will  be 
added  and  five  old  games  dropped  each  month 
by  The  Network. 

For  a  suggested  one-time  installation  fee  of 
$30  and  a  monthly  suggested  user  fee  of  $15.95, 
you  can  play  any  of  the  games  night  or  day,  seven 
days  a  week  at  no  extra  charge.  Downloading  to 
personal  computers  would  present  the  problem 
of  software  piracy,  which  is  not  a  possibility  with 
The  Window,  says  Randy  Wise,  director  of  sub- 
scriber services  for  The  Games  Network. 

"We're  a  programming  service  similar  to  HBO 
or  Showtime,  except  that  we  need  special 
hardware  to  run,"  he  says.  "There  is  no  up-front 
cost  to  the  cable  operator.  We  put  in  the  head-end 
hardware,  and  release  the  hardware  to  the  cabie 
operator  to  put  into  the  subscriber's  home.  All  of 
the  payments  for  that  are  based  on  subscriber 
fees,  so  we've  made  it  as  easy  for  the  cable 
operators  to  get  into  The  Games  Network  as  it  is 
for  subscribers." 

A  test  of  the  system  over  a  year  ago  in  Fuller- 
ton,  California,  resulted  in  a  very  good  response, 
says  Wise. 

"There  arc  some  interesting  concepts  here 
which  no  one  has  had  a  chance  to  explore  vet. 
People  can  look  at  a  program  and  get  used  to  it  on 
The  Games  Network.  If  it's  something  they  like, 
then  thev're  more  likelv  to  want  to  go  out  and 
buy  it,"  he  says. 

The  Games  Network  plans  to  coordinate  its 

2A     COMPUTEI's  Gazette    June  1984 


offerings  with  software  com- 
panies. New  software  may  be 
previewed  on  the  system,  and 
classic  computer  games  might  be 
given  new  life  when  millions  of 
new  users  see  them  for  the  first 
time,  he  notes. 

"We  feel  many  millions  of 
people  will  be  exposed  to  com- 
puters who  right  now  don't 
know  anything  about  them.  And 
once  they  gain  some  familiarity 
through  the  painless  procedure 
of  playing  games  on  The  Games 
Network,  they'll  get  interested 
in  buying  hardware  and  soft- 
ware," says  Wise.  "We  feel  it's 
going  to  actually  speed  up  the 
whole  computerization  ol 
America." 

As  the  world  becomes  more 
computerized,  it's  certain  that 
games  will  continue  to  hold  a 
special  fascination  for  millions 
of  com puter  ow ners .  And  softwa re  ma n u fnctu re rs 
are  making  it  clear — by  their  new  products  and 
their  plans  for  the  future— that  they're  doing  far 
more  than  just  playing  games.  (£J 


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More  Easy  to  Read  Books  and  Software 

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MORE  THAN  32  BASIC 
PROGRAMS  FOR  THE 
COMMODORE  64  " 

Tom  Ruftfi,  Phil  Fcidman 
and  Western  Systems  Group 


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134  Must  rail  on* 

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Tom  Rugft.  PMI  Fcidman 
arid  Clarence  S.  Wilson 

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Norm  Church 

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Norm  Church  and  Bruce  Schneider 

Now  you  can  quickly  and  accu- 
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Sharon  Borcn 

fA/sn  for  file  Commodore  64  and  VIC  SO) 

A  fresh,  fun.  and  Instructive 
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A  PET  FOR  KIPS 

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fJT9  dilithium 

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flcavtrton.  Oregon  97005 


dilithium  Press  books  are  available  at 
your  local  bookstore  or  computer  store. 
You  can  also  call  us  to  charge  your  order 
on  VISA  or  MC  —  800-547-1842  outside 
of  Oregon,  or  646-27 13  In  Oregon, 


SIMPLE  ANSWERS  TO  COMMON  QUESTIONS 


TOM  R.  HALFHILL 
FEATURES  EDITOR 


Each  month,  COMPUTEI's  GAZETTE  mil  tackle  some 
questions  commonly  asked  by  new  VlC-20/Commodore 

64  users  and  by  people  shopping  for  their  first  home 
computer. 


^DC«  I've  been  rending  a  little  about  machine 
language,  and  I'm  confused  about  the  difference 
between  machine  language  and  assembly  lan- 
guage, and  machine  language  monitors  and  as- 
semblers. Can  you  explain? 

XX  m  A  thorough  discussion  would  require  much 
more  space  than  we  have  here,  but  essentially 
machine  language  and  assembly  language  are  the 
same  thing.  The  terms  are  used  pretty  much  in- 
terchangeably these  days,  although  we  prefer  to 
say  "machine  language." 

The  term  assembly  language  comes  from  assem- 
bler. You  can  think  of  an  assembler  as  a  utility — a 
tool— for  putting  together  (assembling)  a  machine 
language  program.  You  don't  need  an  assembler 
to  write  machine  language,  but  it  makes  the  job  a 
lot  easier. 

The  earliest  computers  could  be  programmed 
in  machine  language  only.  They  lacked  enough 
memory  to  hold  a  language  such  as  BASIC  (which 
itself  is  just  a  large  machine  language  program). 
The  first  kit-built  personal  computers  didn't  even 
have  keyboards.  Instead,  there  were  eight  toggle 
switches  on  a  front  panel,  one  for  each  bit  in  a 
byte.  To  write  a  program,  you  had  to  toggle  the 
switches  in  hundreds  of  different  patterns.  (If 
you  think  typing  in  a  BASIC  program  listing  is 
laborious  and  error-prone,  you  ought  to  try  this.) 

An  assembler  is  a  utility  program  which  au- 
tomates this  process.  You  type  in  a  three-letter 
abbreviation  for  a  command,  called  a  mnemonic 
or  opcode,  and  the  assembler  sets  the  internal 
"switches"  in  the  correct  pattern  for  you. 

A  monitor  (not  to  be  confused  with  a  display 
screen)  also  is  a  tool  to  make  machine  language 
programming  easier.  A  monitor  is  like  a  window 
into  the  computer's  memory.  You  can  examine 
sections  of  memory,  change  their  contents,  move 
them  around,  and  search  for  certain  numbers. 

2<5    COMPUTE!':  Gazelto    Juno  1984 


Many  monitors  even  include  mini-assemblers. 

Machine  language  programmers  are  divided 
into  two  camps:  those  who  write  their  programs 
with  monitors,  and  those  who  prefer  assemblers. 
Beginning  machine  language  programmers  whose 
backgrounds  are  in  BASIC  probably  would  feel 
more  comfortable  starting  with  an  assembler.  But 
monitors  are  useful  too,  especiallv  for  debugging 
programs  created  with  assemblers. 

^db  ■  //  /  send  a  command  to  the  disk  drive  and 
there  is  no  disk  in  the  drive,  does  this  cause  any 
damage? 

**■  Absolutely  not.  The  disk  drive's  red  LED 

"busy  light"  will  glow  for  a  few  seconds  as  the 
drive  attempts  to  access  the  nonexistent  disk,  and 
then  it  will  start  blinking.  A  blinking  busy  light 
indicates  an  error  condition.  But  the  drive  will  not 
be  damaged  in  any  way.  The  LED  will  stop  blink- 
ing the  next  time  you  access  the  drive,  or  when 
you  read  the  error  channel  (see  your  user's  man- 
ual). 

In  fact,  there  is  no  way  you  can  physically 
damage  your  computer  or  any  of  its  peripherals 
by  entering  any  kind  of  command  at  the  keyboard. 
At  worst,  you  might  issue  a  series  of  commands 
which  could  lock  your  printer  into  an  "endless 
loop"  and  cause  a  paper  jam  or  eventual  burnout. 
But  even  this  is  highly  unlikely,  and  would  happen 
only  if  you  left  the  printer  running  unattended 
for  a  while. 

Occasionally  an  erroneous  series  of  com- 
mands will  trap  the  disk  drive  in  an  endless  loop. 
This  might  occur  if  you're  writing  a  program  which 
accesses  the  disk  drive  and  you  forget  to  provide 
an  escape  from  the  loop.  If  left  alone,  the  drive 
might  continue  spinning  indefinitely  and  eventu- 
ally overheat.  But  again, -you'd  have  to  be  ignoring 
the  situation  for  quite  some  time  before  this 
happened. 

In  any  case,  no  matter  how  badly  you  goof 
up,  you  can  always  completely  reset  the  computer 
system  by  turning  everything  off  for  a  few  seconds 
and  then  back  on  again.  Anv  program  or  data 
stored  in  the  computer's  memorv  will  be  wiped 
out,  of  course,  which  is  why  it's  important  to  save 
copies  on  disk  or  tape.  (Bf 


All  the  hits 

your  computer 


is  missing 


■M  I 


JUNGLI  HUNT 
MS.PAC-NMN 


poupomtwn  *—sa 


PROTECTOR  II 
MCttK  FA* JMOM 


DOHKCT  HONG 


MS.PM-MftN  '.""' 

moon  patrol  s 

jumgu  hunt  ••:.■■':" 

sattieioni  s — 


DONKEY  KONG   ".■ 


HOBOtnOM:10Sfl  ' 


COMMODORE 

64 


'I1 Tl-rttTI-WB 

Bg       ebb  C 


If  you  thought  you'd  never  find  fun  games  for 
your  hardworking  home  computer,  happy  days 
are  here.  Because  now  ATARISOFT"  has  all 
the  great  hits. . .  Pac-ManJ  Donkey  KongJ  by 
Nintendo;'  Centipede';  Defender;  Joust;  Jungle 
Hunt;  Moon  Patrol;  Pole  Position;  Galaxian1, 
Ms.  Pac-ManJ  and  Battlczone!" 


And  we've  got  them  for  all  the  hit  computers 
. .  .Apple,  IBM,  Commodore  64,  Vic-20,  Colecovi- 
sion*  and  TI 99/4A.  We've  got  Pac-Man,  Centi- 
pede and  Defender  for  Intelli vision  too. 

So  dust  off  vour  joystick  and  ask  your  dealer 
for  all  the  ATARISOFT  hits.  It's  the  software  your 
hardware's  been  waiting  for. 


aimisoft: 

All  the  hits  your  computer  is  missing. 


ATARISOFT  products  ate  manufactured  by  Alan.  Inc  (or  use  wrft  varous  computers  and  vdeo  game  consoles  ATARISOFT  products  am  not  made,  licensed  or  approved  by  tiro  manutadurerg  oi  these 
™X;  and^eo  earn  consoles  -Donkey  Kong  and  Battlc/one  not  available  on  Cotocwwn  1  Trademarks  ol  Bally  Mta  Co  SufcJrcensod to  ATARI.  Inc  by  NamcoArwrica  Inc  2  Trademarks  and 
CNmlenoo'lSat  1983  3  T.ademarksandOWtfliamsigBO. 1982.  manufactured  under  ncensc  from  Williams  Floctron.cs  4.  Tnidemart  and  ODlTa.lo  America  Corporate!  1982  5  Engineered  and 
designed  by  Narnco  Ltd  manufactured  under  licenw  by  ATARI.  Inc  Trademark  and  ID  Nomco  1982.  Alan*    O  A  Watnet  Communications  Co  O  1984  ATARI,  inc  All  rights  rtsefvad 


unnssm 


The 
Designers  Behind 

MULE. 


Dan  Bunlen,  head  of  the  design  team  behind  M.U.L.E. 


They're  all  over  30 — "old  men  in  the  computer 
field,"  by  their  own  admission.  But  they've  written 
a  game  with  enough  depth  and  charm  to  keep  the 
most  discriminating  videogame  players  happy  for 
hundreds  of  hours.  They're  the  design  team  behind 
M.U.L.E.:  Dan  Bunten,  Bill  Bunten,  Jim  Rushing, 
and  Alan  Watson. 


28     COMPUTEI's  Gazette    June  1984 


ENTER  THE  ELEPHANT  SAFARI 

EPSTAKES 


GRAND  PRIZE 

(1  winner) 


An  exciting  two  week  adventure  for 
two  to  a  wild  game  preserve  in  Kenya, 
Africa.  The  trip  includes  airfare, 
luxurious  accommodations,  meals, 
tips,  and  taxes. 


SECOND 
PRIZE 

\  (25  winners) 

A  Bell  &  Howell 
35mm  camera.  The  35J 
complete  with  fine  Lumina  lens  completely  elim- 
inates complicated  focusing. 


THIRD 
PRIZE 

(100  winners) 

Camouflage 
Nylon  Duffle  Bag.  This  handsome  bag 
is  water  repellent  and  double  reinforced  at  all 
stress  points. 

And  thousands  of  Elephant  Safari  camou- 
flage T-shirts  featuring  the  Elephant  logo. 


FIRST  PRIZE 

(5  winners) 

A  Deluxe  Camping  Pack 
age  featuring  an  8'  x  10' 
Wenzel  Cabin  Tent,  four 
Wenzel  sleeping  bags, 
plus  a  Coleman  lantern, 
stove  and  cooler. 


HOW  TO  ENTER 

No  purchase  necessary.  Just  come  into  a  participating 
Elephant  Safari  Sweepstakes  dealership  where  you'll 
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panying  products.  Entries  must  be 
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where  prohibited. 

For  the  Elephant 
dealer  nearest  you, 
call  1-800-343-8413. 
In  Massachusetts,  call 

collect  517-769-8150.        ELEPHANT  NEVER 

FORGETS 


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See 


HAVE  YOU  EVER  REALLY 


^iI«HUVi:^Y«ll|:{«TT[ci]  I 


A  HOME  COMPUTER? 


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[MJ*r*» •>•*•;•£  J'  /■"■*■?¥/.' 


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Most  people  have  never  really  figured  out  why  they 
bought  a  home  computer.  That's  because  most  people 
have  never  figured  out  what  their  home  computer  can 
really  do.  There's  more  to  it  than  balancing  a  checkbook 
or  zapping  aliens. 

But  how  do  you  learn  enough  about  your  computer  to 
figure  out  what  it  can  really  do?  You  could  buy  one  of  the 
thousands  of  computer  books  on  the  market.  Or  you  could 
buy  one  of  the  thousands  of  pieces  of  educational 
software.  But  the  problem  is  that  the  books  and  software 


don't  go  together.  So  when  you  use  one,  you  can't  use  the 
other.  And  you  really  should  have  both. 

SOFTEXT  has  the  solution.  We  have  a  selection  of  intelli- 
gent, stimulating,  integrated,  software/book  packages. 
The  software  and  booKs  can  be  used  alone  or  in  combina- 
tion. And  each  software/book  package  also  includes  an 
easy-to-understand  User's  Guide. 

So  don't  sit  around  trying  to  figure  out  why  you  bought  a 
home  computer.  Instead,  figure  out  how  you  can  get  your 
hands  on  a  SOFTEXT  package. 


AT  THE  HEART  OF  THE  MOUNTAIN 
Th.s  package  leaches  children  and  adults 
to  program  in  BASIC  by  invoking  them 
in  a  fascinating  adventure  story.  Join 
the  characters  in  a  journey  of  discovery 
as  they  too  learn  about  computers  tor 
the  first  time. 


EASY  PROGRAMMING 
WITH  THE  TI-99WA 

Get  the  most  out  of  your 
TI-99/4A.  learn  efficient, 
professional  programming 
techniques  even  if  you  re 
a  beginner. 


THECOMMODORE64 
MUSIC  MASTER 

This  is  the  only  true 
"teaching"  package 
of  its  kind,  Learn  to": 
compose  and  create 
music  while  exploring 
sophisticated 
programming  skills 


DISCOVER  YOUR  VIC-20 

Using  specific  examples,  this  is 
a  n  advent  u  re-  ba  serf  pa  ck- 
age  that  goes  beyond  the 
traditional  BASIC 
introduction. 


THE  COMMODORE 
PUZZLE  MASTER 

This  package  contains 
fifty  brainteasers  and 
their  programmed 
solutions.  Leam  how 
to  design  your  own 
puzzles  with  color, 
sound  and  graphics. 


— WWHU 1 U !  I.  J*  - 
AN  INTRODUCTION 
TO  THE  COMMODORE  64 

This  is  a  thoughtful,  entertaining, 
self-paced  guide  to  programming. 
An  important  investment  for 
any  Commodore  64  owner. 
{Shown  with  book  and  tape) 


YOU  BOUGHT  A  HOME  COMPUTER. 

SOFTEXT  INC.,  380  Green  Street,  P.O.  Box  2007,  Cambridge,  MA  02139,  (617)  876-2334 


The  ship  has  just  dropped  you  off  on  an 
unsettled  planet,  and  won't  be  back  for 
months.  You  have  some  money  to  buy 
supplies  at  the  local  store.  You  have  the 
assistance  of  three  companions.  And  you  have  a 
multiunit  labor  element- — a  combination  robot/ 
telephone/toaster/ radio/best  friend,  affectionately 
referred  to  as  M.U.L.E. — that  tends  to  run  away 
occasionally  and  break  down  eventually. 

He's  basically  a  good  little  guy.  Maybe  a  tad 
klunky  and  weird-looking,  especially  as  he  lopes 
across  the  screen  before  the  game  begins,  but  he's 
got  a  tough  job.  Some  consider  him  endearing. 

Settling  the  planet  isn't  easy.  Acid  rainstorms 
may  ruin  your  solar  collectors.  Insect  swarms 
threaten  your  crops.  A  fire  in  the  store  could  de- 
stroy all  the  supplies.  A  random  meteorite  pro- 
vides more  crystite — a  valuable  rock  substance — 
but  obliterates  whatever  was  in  its  path.  If  you 
decide  to  mine  ore,  you  risk  losing  every  thing  to 
space  pirates.  Whatever  you  choose  to  cultivate — 
food,  energy,  crystite,  or  smithore — can  make  or 
break  you,  depending  on  the  supply  and  demand, 
and  on  how  daring  you  are  during  the  game's  12 
auctions. 

And  you  can't  do  it  alone.  You  need  the  help 
of  your  companions.  You  need  nerve.  You  need 
your  M.U.L.E. 

Millions  of  miles  from  that  imaginary  planet, 
in  a  residential  district  in  Little  Rock, 
Arkansas,  sits  a  house,  rather  homey  and  comfort- 
able. Across  the  street  is  a  park  and  a  little  lake. 

This  is  the  home  of  Management  Systems 
Engineering,  otherwise  known  as  Ozark  Soft- 
scape.  Otherwise  known  as  Dan  Bun  ten,  Hill  Bun- 
ten,  Jim  Rushing,  and  Alan  Watson,  the  designers 
of  M.U.L.E. 

Dan,  head  of  the  design  team,  has  a  back- 
ground in  industrial  engineering,  and  has  worked 
in  a  number  of  "traditional"  careers,  including  a 
stint  as  an  assistant  city  manager. 

He  wrote  his  first  microcomputer  program  in 
1979.  Named  Wheeler  Dealer,  it  was  a  business 
simulation  for  the  Apple.  "It  was  really  very  primi- 
tive," says  Bun  ten.  "Looking  at  it  now,  I  say  to 
myself,  'Did  people  really  do  those  kinds  of 
things?'  It  contained  a  lot  of  real  klutzy  things 
that  I  wouldn't  do  anymore." 

32     COMPUTE !'s  Gazette    June  1984 


Wheeler  Denier  was  published  by  the  now- 
defunct  Speakeasy  Software  and  cost  $50,  which 
was  an  "outrageous  price,"  according  to  Hun  ten. 
"I  think  it  sold  150  copies,"  he  says. 

Though  it  may  not  have  had  appeal,  Bunten's 
first  program  did  have  something  that  would 
later  become  an  important  element  of  M.U.L.E.: 
It  had  four  players.  "I  had  to  design  my  own 
hardware  device  that  allowed  four  different  input 
lines,"  he  says. 

Next  came  Cartel*  And  Cutthroats,  another 
business  simulator,  and  Cytron  Masters,  a  "nonwar 
war  game,"  according  to  Bun  ten.  Computer 
Quarterback,  which  was  converted  from  a  main- 
frame, was  his  best  seller  (6000  copies)  before 
M.U.L.E, 

Cartels  piqued  the  interest  of  Tripp  Hawkins, 
president  of  Klectronic  Arts.  "Tripp  was  a  real 
Cartels  fan,"  says  Bunten.  "Initially,  he  wanted 
my  brother  Bill  and  me  to  do  another  game  like 
that,  a  business  simulator.  The  problem  was  that 
it  was  a  little  too  cerebral,  not  as  playable  as 
M.U.L.E.  It  did  have  the  kind  of  depth  that  Elec- 
tronic Arts  was  interested  in,  though." 

About  this  time,  Jim  Rushing  and  Alan  Watson 
got  involved.  "Alan  had  been  a  salesman  at  a  com- 
puter store,"  says  Bunten.  "He  had  written  an 
arcade  game  and  sold  the  rights  to  it.  He  was  look- 
ing for  some  way  to  be  able  to  design  games  full- 
time,  but  didn't  think  it  would  be  possible  for 
another  couple  of  years.  He  was  glad  to  jump  at  it. 

"Jim  Rushing' had  finished  his  M.B.A.  1  le 
was  looking  for  jobs,  but  didn't  find  anything 
that  really  interested  him.  In  the  meantime,  he 
was  learning  programming  on  his  own.  His  cash 
flow  needs  were  so  reasonable  that  we  were  able 
to  bring  him  on  real  quick." 

Ozark  Softscape  also  has  some  part-time  help 
which  includes  Roy  Glover,  who  wrote  the  de- 
lightful theme  song  for  M.U.L.E. 

MU.L.E.  was  the  result  of  Ozark  Softscape's 
■  first  effort  to  design  a  game  as  a  team, 
though  Bill  and  Dan  had  played  and  designed 
games  together  all  their  lives.  When  Dan  was  12 
and  Bill  10,  they  drew  a  complete  naval  war  game 
on  their  basement  floor. 

"Bill  and  I  did  the  main  design  of  M.U.L.E., 
though  the  initial  brainstorming  process  involved 


COMPUTE'S 

DISK 


COMPUTED  gazette  DISK  will  premier  with  the  May 
"984  issue  of  compute i 's  gazette.  When  you  subscribe 
to  computers  gazette  disk,  each  month  you  will  re- 
ceive a  fully  tested  5 '/4-inch  floppy  disk  which  will 
run  on  eitheryour  Commodore  VIC-20  or  64  personal 
computer.  Each  issue  of  computei's  gazette  disk 
will  contain  all  of  the  programs  which  appear  in 
the  corresponding  issue  of  COM  PUTEl's  GAZETTE.  You'll 
save  hours  of  typing  time  and  be  able  to  enjoy  all  of  the  high 
quality  software  found  each  month  in  computed  gazette. 


Here  are  just  a  few  of  the  quality  programs 
which  will  appear  in  the  May  1 984  issue: 


>  Props  —  a  fast-paced,  nonviolent  game  for  the  Commo- 
dore 61.  Animated  with  machine  language,  the  game 
puts  you  in  control  of  a  pigeon  lost  in  a  dangerous  sky 
filled  with  whirling  propellers.  Your  goal  is  to  make  it 
across  the  sky  to  find  your  skittish  mate,  who  moves  un- 
predictably from  coop  to  coop. 

>  SuperSpnte — an  unsteady  flyer  depends  on  you  to  guide 
him  down  through  a  series  of  unfriendly  kryptonite  bar- 
riers. For  the  Commodore  64,  SuperSprite  makes  effective 
use  of  sprite  animation  and  sound. 


i  PRINT  Sound  —  a  utility  for  the  ViC-20  which  translates 
letters  into  musical  notes.  All  you  supply  is  a  simple  PRINT 
statement. 

»  Sound  Story —  an  exciting  demonstration  program  that 
illustrates  the  sound  capabilities  of  the  VIC-20.  A  story 
with  screen  text  comes  to  life  with  the  sound  of  crickets, 
lightning  and  thunder,  a  UFO  in  flight,  and  Morse  code. 

and  many  more! 


Ordering  Information 


To  Order: 

To  reserve  YOUR  copy  of  the  premier  issue  of  the  gazette 
disk  and  enter  your  subscription,  return  the  attached  post- 
paid card  or  call  computei's  gazette  TOLL  FREE  800-334- 
0868  fin  North  Carolina  919-275-9809).  AN  orders  must  be 
prepaid— send  check  or  money  order  or  charge  to  VISA, 
MasterCard,  or  American  Express. 


Subscription  Rates: 

Srx  month  subscription  S39.95 

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[add  $36  shipping  and  handling  outside  the  US  and 

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Individual  Issues: 

individual  issues  of  the  gazette  disk  can  be  ordered  for 
$7.95  (in  the  US  and  Canada  add  S 1  per  issue  for  shipping 
and  handling.  Outside  the  US  and  Canada  add  S3  per 
issue}.  Individual  issues  can  be  ordered  by  calling  TOLL 


FREE  800-334-0868  (in  North  Carolina  call  919-275-9809). 
or  by  sending  your  prepaid  order  to:  gazette  disk,  P.O.  Box 
5406,  Greensboro,  NC  27403. 


everyone,"  says  Bunten.  "Bill  doesn't  program, 
so  I  translate  the  ideas  into  program  design. 

"Alan  essentially  takes  care  of  the  graphics 
and  animation,  how  things  are  going  to  be  pre- 
sented. In  M.U.L.E.,  we  wanted  something  that 
revolved  around  an  auction,  and  some  kind  of 
pressure  to  get  people  to  buy  and  sell  to  each  other. 
We  wanted  some  kind  of  creature  that  was  going 
to  be  the  mule,  and  creatures  to  represent  the 
players.  Alan  took  those  ideas  and  made  them 
into  graphics  and  attractive  screen  design. 

"Jim  Rushing  docs  the  most  serious  chunks  of 
programming.  He'll  take  one  big  piece,  like  all  of 
the  auction  dynamics  in  M.U.L.E.  In  his  case,  it's 
not  so  much  design  that's  needed  as  very  involved 
programming,  a  lot  of  effort,  and  flexibility." 

Remember  the  first  time  you  played 
Monopoly?  It  didn't  take  more  than  a  few  minutes 
to  read  the  rules  printed  on  the  inside  of  the  cover's 
box,  but  you  probably  had  to  keep  referring  to 
them  in  certain  situations  until  you  had  played 
the  game  enough  times  to  remember. 

M.U.L.E.  presents  the  same  problem  to  many 
people.  "It  has  a  difficult  learning  curve,"  says 
Bunten.  "That's  a  real  dilemma.  M.U.L.E.  is  aimed 
at  a  pretty  critical  audience. 

"But  we  were  a  little  surprised  to  find  out 
that  it's  not  as  small  a  group  as  we  were  afraid  it 
would  be.  It  cuts  across  all  kinds  of  boundaries 
that  we  wouldn't  have  expected.  One  of  those 
that's  quite  pleasing  is  that  quite  a  few  women 
piny  M.U.L.E. 

"I  don't  know  why  that  is.  I  don't  know  what 
we  did.  I  do  know  that  we  didn't  include  any 
overt  violence,  and  we  didn't  make  the  game 
cutthroat  to  the  point  of  hurting  each  other. 
There's  competition,  but  it's  within  a  framework 
of  cooperation  to  ensure  success.  That's  an  ap- 
pealing concept. 

Appealing  as  M.U.L.E.  may  be,  its  designers 
feel  that  it  could  be  more  so.  They're  working  on 
a  Gold  Edition.  "You  always  wish  you  had  another 
month  to  add  some  more  depth  to  a  game,"  says 
Bunten.  "But  it's  a  problem  of  diminishing  re- 
turns. Each  little  piece  of  additional  stuff  adds  a 
significant  amount  of  time.  The  publisher  has  to 
take  it  away  from  you  at  some  point.  Electronic 
Arts  calls  it  creeping  elegance." 

34     COMPUTERS  Gazelle    June  1984 


In  M.U.L.E,,  Ozark  Softscape  allows  you  to 
step  forward  in  time,  to  aid  in  the  colonization 
of  a  planet.  Their  new  game,  Seven  Cities  Of  Gold, 
takes  you  back  to  the  sixteenth  century,  on  an 
expedition  to  the  New  World. 

"Ah  ha!"  you  might  think.  "I  know  where 
the  incas  are.  I'll  just  go  down  there  and  take  all 
the  gold  and  head  back  to  Europe." 

It  can't  be  done.  "We  want  to  convey  the 
feeling  that  the  Spaniards  must  have  had,  standing 
on  the  deck  of  a  ship,  not  knowing  anything  about 
what  was  to  the  west,"  says  Bunten.  "Most  of  us 
know  too  much  about  geography  to  be  able  to 
experience  that  feeling.  So  our  game  is  built  on 
the  sense  of  wonder  and  awe  at  the  size  of  the 
world  that  the  conquistadors  were  discovering." 

To  try  to  accomplish  that  ambitious  goal, 
Rushing  wrote  a  random  world  generator,  which 
took  about  four  months.  "We  tried  to  do  some  of 
the  more  difficult  state-of-the-art  graphics  stuff," 
says  Bunten.  "I  guess  it  will  be  up  to  the  market 
to  decide  if  we  succeeded. 

"A  lot  of  strategy  games  are  still  keyboard - 
oriented.  They  leave  it  up  to  you  to  create  an  am- 
bience. I  don't  think  you  should  expect  people  to 
do  that.  I  really  think  you  must  present  them  with 
as  complete  and  visually  appealing  an  environ- 
ment as  you  can." 

An  important  element  of  Seven  Cities  is  inter- 
acting with  the  natives.  That's  done  through  a 
joystick  for  two  reasons,  savs  Bunten.  "In  the 
first  place,  it's  easy  to  be  nonverbal  with  a  joystick. 
That's  the  design  reason.  The  other  is  that  the 
natives  and  the  Spanish  didn't  share  a  language 
and  pretty  much  had  to  live  off  what  they  per- 
ceived the  other  to  be  attempting." 

Bunten  fears  that  Seven  Cities  may  be  offensive 
to  some  people's  sensitivities.  "Many  of  the 
conquistadors  treated  the  natives  horribly,"  he 
says.  "Theirs  was  an  arrogant  and  prideful 
approach  to  a  society  that  had  its  own  history  and 
roots . 

"But  to  be  historicallv  accurate  required  that 
we  had  to  include  violence.  1  don't  like  the  idea 
of  players  hurting  other  things,  but  there's  no 
alternative  or  you're  forcing  your  own  moral  deci- 
sions on  an  audience  that  ought  to  have  the  choice 
themselves. 


Prentice-Hall 
speaks  a  language  other 

publishers  have  forgotten. 

English. 


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P.O.  Box  6277,  San  Rafael,  CA  94903  (415)  499-0850 

Programmers:  Write  to  our  New  Program  Manager  concerning 

any  enceptlonal  VIC  20TM  or  Commodore  64TM  game 

or  other  program  you  have  developed. 


The  laws  of  supply  and  demand  affect  whether  players  buy  or 
sell  and  at  what  price. 


"Bill  and  I  were  real  Indian  sympathizers 
when  we  were  growing  up.  We  always  sided  with 
the  Indians  instead  of  the  cowboys.  It  just  seems 
like  such  a  neat,  romantic  culture  to  us,  so  in  tune 
with  the  earth.  Then  to  write  a  game  where  at 
least  part  of  the  game  is  wiping  out  Indians — that's 
problematic." 

Bun  ten  believes  that  players  will  face  the 
same  moral  dilemma  that  they  did  designing  the 
game.  "The  player  will  know  that  they  have  the 
power  to  beat  these  people,  so  why  not?,"  he 
says.  "Actually,  conquest  is  efficient,  inexpensive, 
and  so  tantalizing  that  it's  tough  to  avoid  it.  But 
the  optimal  solution  is  to  trade  with  the  natives." 

If  M.  U.L.E.'s  mules  and  other  odd-looking 
characters  are  endearing  to  some,  they're  gems  in 
the  rough  to  Dan  Bunten.  "It's  a  little  fatuous  to 
say  that  we're  really  hitting  home  with  the  things 
we're  trying  to  deliver,"  he  says.  "How  much 
impact  can  a  klutzy  cartoon  character  have  on 
you? 

"We're  in  such  primitive  stages  of  develop- 
ment. We  have  a  message  that  we  may  be  at- 
tempting to  deliver  to  the  audience,  but  we  don't 
yet  have  the  mechanics  of  delivering  it.  We  don't 
know  the  grammar  yet. 

"What  we're  trying  to  accomplish  in  any  par- 
ticular game  is  to  create  such  an  attractive  vision 
or  fantasy  that  people  just  get  sucked  into  it.  One 
of  the  neatest  accomplishments  is  when  people 
start  taking  metaphors  from  your  games  and  ap- 
plying them  to  situations  in  their  own  lives. "<Bf 


^  I 


}*1<Z  . 


-' e  *>  fe  o  r  -  r  : 


A  TUTORIAL 

A  Learning  Experience 
on  your  Commodore  64 


.0.  Box  948.  Watertjury,  CT  06720 
(203)621-9361 


Canrmhx'  ■ 

111  Cur 


^COMMUNICATION! 


ROBERT  SIMS,  ASSISTANT  EDITOR 


Navigating  The  Networks 


Of  all  the  information  utilities  and  data  bases  avail- 
able to  home  computerists,  four  are  best  known 
to  Commodore  computer  owners:  Dow  Jones 
News/Retrieval,  Delphi,  CompuServe  Information 
Service,  and  the  Commodore  Information  Net- 
work (accessed  through  CompuServe). 

Commodore  owners  are  usually  introduced 
to  these  companies  when  they  buy  a  modem  and 
find  that  the  package  contains  offers  of  free  mem- 
berships or  reduced  membership  fees  for  these 
networks. 

With  a  modem  and  these  bargain  member- 
ships, a  user  has  access  to  an  incredible  array  of 
information  and  services.  Also,  you  onlv  pav  for 
what  you  get.  There  are  no  minimum  use  require- 
ments, so  if  you  need  to  be  online  for  only  30 
minutes  a  month,  that's  all  you  pay  for.  (There  is 
a  $3  monthly  charge  if  you  choose  direct  billing 
instead  of  using  a  credit  card.) 

From  Stocks  To  Poetry 

Dow  Jones  is  oriented  almost  exclusively  to  busi- 
ness and  finance.  With  services  such  as  The  Wall 
Street  Journal  on-line,  and  current  stock  quotes,  il 
is  the  leader  in  business  services. 

Delphi  offers  the  fewest  services  because  it's 
new  (about  a  year  old).  But  its  newness  has  ad- 
vantages. It's  not  crowded  with  established  ser- 
vices, so  there  are  plenty  of  opportunities  for  en- 
trepreneurs to  enter  the  home  telecommunications 
market  under  its  network  umbrella.  And,  since 
newer  services  tend  to  be  more  experimental  and 
innovative,  the  more  adventurous  computer  users 
are  likely  to  find  something  of  interest  and  value 
on  Delphi.  For  example,  Delphi  has  a  feature  called 
Writer's  Corner,  where  authors  can  publish  their 
works  and  receive  royalties  when  other  users 
read  them.  Also,  Delphi  maintains  a  much  more 
informal  atmosphere,  both  in  its  menus  and  home 
computing  services. 

CompuServe  offers  the  advantage  of  size, 
with  the  widest  available  range  of  business  and 
home  services.  In  addition,  it  has  a  whole  library 
of  documentation  at  reasonable  prices.  And 

38     COMPUTE I's  Gazelle    Juno  1984 


CompuServe  sells  Vidtex  terminal  software  tail- 
ored for  the  special  capabilities  of  most  com- 
puters. 

Special  Interest  Groups 

CompuServe  members  can  access  Commodore's 
Information  Network  without  extra  charge.  Oper- 
ated by  Commodore  Business  Machines,  Inc.,  the 
network  contains  Special  Interest  Groups  (SIGs) 
for  the  VIC-20,  64,  PET,  and  Commodore's  busi- 
ness computers.  There's  also  a  separate  SIG  for 
programmers. 

Each  SIG  comprises  a  bulletin  board,  confer- 
ence lines,  and  several  data  base  access  areas  in 
which  you  can  upload  and  download  public  do- 
main programs.  Commodore  operates  an  on-line 
Computer  Club  and  user  group  which  is  separate 
from  the  other  SIG  services.  There  is  a  $10  mem- 
bership fee,  for  which  you  get  a  newsletter,  a  quar- 
terly catalog  for  ordering  computer  supplies  and 
software  at  a  discount,  and  a  club  access  area 
where  you  can  upload  and  download  special  club 
programs. 

Accessing  The  Networks 

All  the  networks  provide  their  subscribers  with 
documentation  on  how  to  log  on  (connect  to  the 
network),  with  a  toll-free  800  telephone  number 
to  call  if  users  have  problems  making  the  connec- 
tion. Access  to  Dow  Jones  and  Delphi  are  provided 
through  third-party  value-added  carriers.  These 
companies  maintain  phone  numbers  in  most  met- 
ropolitan areas.  Users  call  these  local  numbers 
and  type  in  the  special  code  sequence  which  the 
carrier  uses  to  connect  the  caller  to  the  network. 

Dow  Jones  is  accessed  through  the  carriers 
Telenet,  Tymnet,  or  Datapac  (for  Canadian  sub- 
scribers), Delphi  uses  only  Tymnet.  To  access 
CompuServe  (and  the  Commodore  network), 
you  can  use  CompuServe's  own  telephone  num- 
bers, as  well  as  Telenet,  Tymnet,  or  Datapac. 

Most  networks  include  the  carrier  costs  in 
their  regular  charges  to  users.  However,  if  there 
is  a  CompuServe  number  available  and  you  choose 


your  Commodore 
comfortable  at  home 


Now  your  home  computer  can  help  you  cook,  keep  your  accounts,  find  an  address  or 
keep  track  of  your  record  and  book  libraries — with  first-class  software  specially  tailored 
for  the  home  environment. 

The  Home  Organizer'"  series  includes  a  wide  range  of  separate  and  individual  programs  for 
different  activities  like  stamp  collecting,  personal  banking,  or  home  photo  and  movie 
collections.  Each  one  is  pre-programmed  with  a  "page"  format  planned  out  by  experts  to 
make  it  easy  for  you  to  store  and  retrieve  the  information  you'll  want  for  your  special  activity. 
You  don't  have  to  program  anything  yourself.  Just  load  the  disk  and  start  feeding  in  your  data. 

If  you're  used  to  run-of-the-mill  home  computer  software,  the  speed  and  simplicity  of  the 
Home  Organizer™  series  will  surprise  you.  Each  program  is  written  entirely  in  "machine 
language",  the  most  basic  computer  code.  So  they  search,  sort  and  analyze  your  data  with 
amazing  speed. 

The  Home  Organizer'"  is  fast  enough  to  sort  through  your  household  belongings  in 
seconds,  yet  so  simple  the  children  can  use  it  to  look  up  a  phone  number.  Choose  any  or  all 
program  modules  that  fit  your  needs.  They  make  ideal  gifts,  too! 


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H|l nnuHMllMHMilililWUtllltmUlMHiUUMIIlllJl imill»mllUttltH»iHWjH»^i^ 

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and  fulfillment  ol  composing  your  own  classical  or  roc! 


I 


•  offers  you  the  Joy 
I  rock  songs,  or  even 
imitating  your  favorite  "Top  40"  music.  Real  "Get-Down-Get-Funky" 
music  at  the  tip  of  your  fingers.  With  Master  Composer™  you'll  have  full 
control  of  the  Commodore  64's  *  sound  synthesizer  and  be  able  to  produce 
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the  easiest  way  to  compose  yourself,  continued  use  has  proven  it  s 
difficult  to  stay  that  way! 
Features: 

•  Music  files  (songs)  are  easily  added  to  a  Basic  or  Machine  Language 
program. 


Q25  East  900  South  SLC 


•  Voices  are  developed  in  the  "Audition"  mode.  (Your  song  plays  con- 
tinuously  while  adjustments  are  made  to  the  different  computer 
voices) 

•  Help  Screens 

•  Tuning  Function 

•  Standard  Metronome  Speed  Control 

•  Hard-copy  of  your  song. 

•  Full  library  of  preset  voices  for  the  most  common  musical  In- 
instruments. 

•  Full  song  library 

•  Comprehensive  user  manual  with  over  60  pages  of  Instructions. 
examples  and  information. 


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Take  command  of  the  hottest  new  strategic  war  game  ever,  BEACH- 
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Six  separate  sequences  take  you  Into  the  heart  of  battle.  Meet  each 
one  with  calculated  skill  and  with  a  little  luck,  you  just  might  survive 
long  enough  to  knock  out  the  enemy  fortress. 

*  Nominated  (or  BEST  GRAPHICS  AND  SOUND  award  "Billboard 
Magazine,  1984 

MASTER  COMPOSER™  r,„i  music 

that  you  compose.  Imitate  your  favorite  'Top 
40"  or  compose  your  own,  taking  full 
advantage  of  the  sound  synthesizer  of  the 
Commodore  64™ 


SPRITEMASTERr  Spritem  aster  Is 
the  finest  utility  available  for  multicolor  sprite 
animation  and  game  programming.  It  will 
have  you  making  full  color  animated  objects 
In  Just  minutes.  It  can  also  be  used  as  a 
teaching  tool  for  developing  artistry  and 
creativity. 

NEUTRAL  ZONE:™  Neutral  Zone  takes 
you  to  the  outer  edges  of  the  galaxy,  to 
ALPHA  IV.  a  long  range  early  warning  station 
whose  mission  Is  to  detect  alien  intruders 
from  other  galaxies. 


SOFTWARE  INC. 

925  East  900  South  SLC.  Utah  84105  (801)532-1134       "Commodore  64"  is  a  trademark  of  Commodore  Electronics  Ltd. 


to  use  Telenet  or  Tymnet,  you  may  be  assessed  a 
surcharge  for  using  the  alternate  carrier. 

Each  of  these  numbers  is  a  local  call,  even  if 
you're  in  California  calling  a  computer  complex  in 
Massachusetts.  (If  you  live  outside  a  metro  area 
and  must  call  long  distance  to  a  carrier  number  in 
a  nearby  city,  you  are  charged  the  long-distance 
rate  to  call  that  number.) 

Facing  The  First  Menu 

All  four  networks  are  menu-driven  and  allow  the 
user  to  choose  the  service  he  wants.  Delphi, 
CompuServe,  and  Commodore  also  offer  the  op- 
tion of  verbose  (complete)  or  brief  menus.  You 
can  choose  a  menu  with  or  without  explanation 
of  menu  items  and  commands,  or  you  can  simply 
receive  a  prompt.  Experienced  users  save  time  by 
switching  to  the  abbreviated  menus  or  prompts. 

Dow  Jones  has  a  different  procedure  from 
the  others  in  that  it  doesn't  automatically  send  a 
menu  when  you  log  on.  After  your  password  is 
verified,  you  are  prompted  to  ENTER  QUERY.  At 
this  point  you  can  go  directly  to  any  service,  ask 
for  an  introductory  menu,  or  go  to  the  main  menu. 
A  new  user  would  best  benefit  by  typing  //INTRO 
for  the  introductory  menu.  A  welcome  screen 
appears,  then  a  menu  like  this: 

PRESS  FOR 

1  Closing  Dow  Jones  Averages  retained 

2  Weekly  economic  update  revised  on  Fridays 

3  News/Retrieval  operating  hours  expanded 

4  Customer  Service  Information 

Type  4  to  get  the  basic  information  needed  to  use 
the  network,  change  your  password,  and  perform 
other  recordkeeping  chores.  When  that's  com- 
pleted, type  //MENU  to  get  the  main  menu: 

TYPE  FOR 

//CQ  Current  Quotes 

//DJ  NEWS  Dow  Junes  News 

//HQ  Historical  Quotes 

//UPDATE  Economic  Update 

//WSJ  Wall  Street  Journal 

I  lighlighlsonline 

//DSCLO  Disclosure  II 

//EARN  Corporate  Earnings  Estimator 

//FTS  Free  Text  Search  of  Dow  Jones  News 

FOR  MORE  CHOICES  PRESS  RETURN,  FOR  1 IELP, 
TYPE  DATA  BASE  SYMBOL  AND  HELP.  (EXAMPLE: 
//CQHELP) 

This  is  only  the  first  page  of  the  main  menu;  to 
see  the  rest,  simply  press  RETURN. 

To  select  a  data  base,  type  two  slashes  and 
the  data  base  code. 

Dow  Jones  provides  a  comprehensive  manual 
(without  extra  charge)  which  contains  all  the  in- 
formation and  sample  menus  required  to  use  the 
network. 

42    COMPUTE!';  Gazelle    June  1784 


Delphi's  Guided  Tour 

Delphi  provides  a  free  manual  to  each  member, 
and  also  offers  an  on-line  guided  tour  to  give  the 
subscriber  necessary  information.  Printed  docu- 
mentation consists  only  of  general  information 
and  a  quick-reference  card  of  network  commands. 
During  the  guided  tour,  instructions  are  given 
on  how  to  change  your  password,  how  to  use 
several  control  characters  to  move  around  Delphi, 
how  to  set  screen  length  and  width,  and  how  to 
choose  either  the  brief  or  verbose  prompts.  Then 
the  main  menu  is  presented. 

Main  Menu: 


Bulletin  Boards 

Conference 

Delphi-Oracle 

l:\it 

Financial-Services 
Games 
Guided  Tour 
Help 
Infomania 


Library 

Mail 

News 

Online  Markets 

Profile 

Scheduler 

Travel 

Writers -Corner 


MAIN>  What  do  you  want  to  do? 

To  go  to  any  Delphi  service,  type  the  name  from 
the  menu.  The  service  you  select  will  then  offer 
other  menus  from  which  you  choose  particular 
sections  of  the  service. 

CompuServe  Uses  Numbers 

CompuServe's  menu  system  is  more  complex, 
with  numbered  menu  items  and  system  page 
numbers.  After  you  log  on,  the  main  menu 
appears: 

CompuServe  Page  CIS-1 

CompuServe  Information  Service 

1  Home  Services 

2  Business  and  Financial 

3  Personal  Computing 

■I  Services  for  Professionals 

5  User  Information 

6  Index 

Enter  your  selection  number, 

or  H  for  more  information. 
! 

The  exclamation  mark  at  the  bottom  of  the  menu 
is  a  special  prompt,  called  a  command  prompt.  A 
GO  command  typed  at  a  command  prompt  sends 
you  directly  to  any  area  of  the  network,  bypassing 
the  usual  path  through  several  menus. 

The  Information  Menu 

New  users  should  choose  item  5,  User  Informa- 
tion. This  menu  appears: 

CompuServe  Page  CIS-4 

USER  INFORMATION 

1  What's  New 

2  Command  Summary  &  Usage  Tips 

3  Feedback  to  CompuServe 


TTieENDofDINKETY 
DINK-DINK 


.nnouncing 
the  first  computer 
music  program  that 
actually  sounds  like 


music 


LET'S  FACE  IT.  Up  till  now,  music 
programs  for  your  home  computer 
have  all  sounded,  well,  pretty  lame. 
There  were  the  ones  that  resembled 
little  electronic  music  boxes,  remem- 
ber? And  then  there  were  those  that 
sounded  like  so  many  burps. 

Enter  Music  Construction  Set™  It's 
the  first  music  program  that  really 
makes  use  of  the  power  of  that  ma- 
chine you've  got.  If  you're  a  serious 
student,  this  means  you'll  be  able  to 
work  with  an  intricacy  and  range  of 
sound  quality  you've  never  heard  be- 
fore on  a  computer.  And  if  you  know 
nothing  about  music,  you'll  find  some- 
thing even  more  important.  Namely, 
that  this  thing  is  simple  enough  to 
be  a  lot  of  fun. 

Take  a  good  look  at  this  screen 
because  it,  you,  and  a  joystick  are  the 
whole  story  here. 

That's  you  at  the  right  end  of  the 
staff  of  notes  —  the  little  hand.  Move 
the  joystick,  and  you  move  the  hand. 
Use  it  to  carry  notes  up  to  the  staff. 
Lay  in  rests. signatures, clefs,  then  point 


to  the  little  piano  in  the  lower  right 
and  listen,  because  you'll  hear  the 
whole  thing  played  back. 

Move  those  litdc  scales  in  the  mid- 
dle up  and  down  to  vary  the  music's 
speed,  sound  quality',  and  volume.  Use 


the  scissors  to  cut  out  whole  measures, 
then  use  the  glue  pot  to  paste  them 
in  somewhere  else.  Got  a  printer? 
Great.  Print  the  score  out  and  show  it 
off  to  your  friends. 

But  what  if  you're  not  up  to  writing 
your  own  stuff  yet?  No  problem. 
There  are  twelve  pieces  of  music  al- 
ready in  here,  from  rock  'n  roll  to 
baroque. They're  fun  to  listen  to,  and 
even  more  fun  to  change.  (Apologies 
to  Mozart.) 

The  point  is,  the  possibilities  are 
endless.  But  if  you're  still  skeptical, 
visit  your  nearest  Electronic  Arts  dealer 
and  do  the  one  thing  guaranteed  to 
send  you  home  with  a  Music  Con- 
struction Set  in  tow. 

Boot  one  up.  Point  to  the  piano. 
And  listen. 


ELECTRONIC  ARTS'" 

MUSIC  CONSTRUCTION  SLT  n  iuiw  .u  JiLiblc  for  Apple  ][.]!-.  [[(.  J«»i  C..nimi>li.;e  M  n-mpiitro.  The  Apple  venum  wild  J  M.  *  k  irfclio.iT  d7  plays  ihnrji  i.t  i;p  w.n  ikiii     .- 1,  It    Itii-  (k.mniuiirr  V1TSM1  pl.iyi  rkmli 

L,f  up  to  three  note*  each.  Apple  I*  n  ttgUtvftd  tradrfflttk  of  Apple  Computet  Commodore:  i*  ■  Kgbteifidtft&mtficofComrnaSerc  &>»SnmMirfetoei>lnc.    fa  nioKlfifbfinitkn  about  Efettnxdc*  Aeu,  write  in  .ir  2751 
Cwnpw  Drtw.Sm  fcfaWh  CA  WW3  «  nil  I4U>  571-717! 


4  Order  Products,  Guides,  etc. 

5  Change  Terminal  Settings 

6  Change  Your  Password 

7  Billing:  Your  Charges,  Rates 

Options,  Making  Changes 

8  Logon  Instructions  &  Numbers 

9  Electronic  Bounce  Hack 

Last  menu  page.  Key  digit  or  M  for  previous  menu. 
i 

If  you're  a  new  subscriber,  you'll  go  to  this  menu 
often  to  refresh  your  memory  about  commands 
and  prompts,  to  check  on  how  much  money  you're 
spending,  and  to  ask  CompuServe  questions 
about  confusing  aspects  of  network  services. 

Select  item  5,  Change  Terminal  Settings,  to 
have  CompuServe  configure  its  output  for  your 
computer.  For  example,  choose  22,  40,  or  80  char- 
acters per  screen  line,  or  have  the  text  displayed 
in  all  capitals  or  in  upper-  and  lowercase. 

Changing  Your  Password 

Select  item  6  to  change  your  password.  You  should 
do  this  at  least  once  a  week.  A  password  is  like  a 
credit  card  number.  If  other  users  find  out  what  it 
is,  they  can  use  your  account  and  you'll  get  the 
bill.  So  never  type  your  password  while  on-line, 
except  when  logging  on  or  changing  it  here. 

Another  important  selection  on  this  menu  is 
item  4,  used  for  ordering  CompuServe's  manuals. 

The  Commodore  Network 

After  you've  finished  with  these  recordkeeping 
chores,  you  may  want  to  visit  the  Commodore  net- 
work. The  simplest  way  to  get  there  is  from  the 
main  menu.  Let's  suppose  you  have  finished  chang- 
ing your  password  from  the  User  Information  menu 
(Page  C1S-4).  At  the  !  prompt,  type  M  to  get  back  to 
the  main  menu  (Page  CIS-1).  When  you  see  the 
main  menu  !  prompt,  select  item  3,  Personal  Com- 
puting, then  press  RETURN. 

You  will  receive  the  Personal  Computing  SIGs 
menu  (Page  PCS-50).  At  the  prompt,  type  15,  the 
selection  number  for  Commodore.  You  will  receive 
the  Commodore  main  menu,  Page  PCS-160.  Use 
this  menu  to  access  any  of  the  Commodore  SIGs. 

Another,  more  direct,  route  to  the  Commodore 
network  is  to  type  GO  PCS-160  at  any  !  prompt. 
This  goes  directly  to  the  main  Commodore  menu 
from  anywhere  in  CompuServe.  To  go  directly  to 
the  64  SIG,  enter  GO  PCS-156,  and  for  the  VIC  SIG, 
GO  PCS-155. 

The  Bulletin  Board 

The  most  popular  services  for  beginners  on  the 
SIGs  are  the  bulletin  Board  and  the  Conference 
line.  On  the  Bulletin  Board  are  several  hundred 
messages  on  a  wide  varietv  of  subjects.  Areas  are 
set  aside  for  general  messages,  messages  from 
and  to  software  and  hardware  vendors,  and  for 
Hotline  questions  to  Commodore,  which  are  then 

AA     COMPUTEI's  Gazette    June  1984 


answered  on  the  Bulletin  Board. 

Commodore  provides  on-line  instructions 
and  a  simple  line  editor  for  users  who  want  to 
leave  messages. 

Control  Characters 

There  are  several  control  characters  which  are 
helpful  for  typing  in  messages  and  other  text. 
Most  are  common  to  all  telecommunications;  a 
few  are  used  differently  by  different  systems. 
Control  characters  usually  show  on  the  screen  as 
an  up-arrow  and  a  character.  For  example,  CTRL- 
V,  represented  by  !  V,  is  sent  by  holding  down 
the  CTRL  kev  ^nd  pressing  V.  The  control  charac- 
ters cause  the  network  software  to  interrupt  what 
it's  doing  and  take  some  other  action.  Some  of  the 
most  frequently  used: 

I  A    Tells  the  host  computer  to  slop  transmitting  at  the  end  of 
the  current  line. 

1  O   Aborts  whatever  is  being  transmitted  and  jumps  to  the 
next  prompt.  Used  on  Delphi,  instead  of  CTRL-P. 

1  I'    Aborts  whatever  is  being  transmitted  and  jumps  to  the 
next  prompt.  You  can  use  this  to  jump  past  the  intro- 
ductory bulletins  on  CompuServe. 

1  Q   Tells  the  host  computer  to  resume  transmitting. 

I  R    Displays  the  line  you  are  currently  typing  (Delphi), 

1  S     Tells  the  host  computer  to  stop  transmitting  immediately. 

I  U    Deletes  the  line  you  are  currently  typing. 

t  V    Displays  the  current  line  you're  typing  (CompuServe). 

The  Conference  Line 

The  Conference  service  (CO)  is  very  popular,  but 
it  can  be  confusing  until  you  learn  the  quirks  and 
commands.  Although  formal  conferences  are 
held  on  CO,  the  name  is  misleading  because  most 
subscribers  use  CO  as  a  kind  of  chat  service,  simi- 
lar to  a  CB  radio  band. 

When  you  select  CO,  you  see  a  series  of  short 
bulletins  on  what's  happening  on  CO  in  the  near 
future.  CO  also  offers  some  pointers  on  frequently 
used  commands,  and  outlines  the  etiquette  to  be 
used  on-line.  It's  good  practice  to  download  these 
bulletins  and  command  descriptions,  and  keep 
them  handy  while  you're  on-line. 

Next  month  we'll  discuss  downloading  and 
uploading  in  detail.  For  now,  let's  look  at  two 
simple  ways  to  download  this  information.  If 
your  terminal  software  has  a  feature  that  dumps 
the  screen  contents  to  the  printer,  you  can  wait 
until  your  screen  is  nearly  full,  then  press  CTRL- A. 
Next,  press  the  proper  key  to  print  the  screen. 
When  the  transfer  is  completed,  press  CTRL-Q  to 
resume  transmission,  press  CTRL- A  again  when 
the  screen  is  nearly  full,  dump  it  to  the  printer, 
and  continue  this  process  until  all  the  information 
is  printed. 

The  second  method  is  a  simple  matter  of  open- 
ing the  buffer  in  your  terminal  software  before 
accessing  the  CO.  (Consult  your  terminal  software 


"The  Home  Accountant 
even  fags  transactions  for  tax  lime. 

And  that's  a  big  time-saver 

because  I  can  transfer  Information 

to  The  Tax  Advantage1"  program 

and  easily  figure  out  what  I  owe." 


•  Pnpuljr  C,m>pu[UtK,  S'livember,  I9HI 
t  Apple  .Sufullc,  April,  19B2 


Everyone's  talking  about  The  Home  Accountant; 


Is  it  because  it's  the  #1  bestselling 
home  finance  package  in  the  world?  Or 
because  it's  extremely  thorough  and 
powerful  and  easy  to  use?  Or  because 
it's  great  for  home  and  business  use? 
Or  because  it  has  up  to  200  budget 
categories  and  handles  up  to  5 
checking  accounts? 

Yes.  But  there  are  a  lot  more  reasons 
why  people  buy  The  Home  Accountant. 
And  why  you  will,  too. 

Because  The  Home  Accountant  can 
literally  save  you  hours  of  time.  And 
take  the  headache  out  of  handling  your 
finances,  Whether  it's  selling  up  a  budget, 
cataloging  your  expenses,  balancing 
your  checkbooks  or  handling  your 
credit  cards  and  money  market  funds. 
For  personal  or  business  use. 


The  Home  Accountant  will  even 
print  net  worth  and  financial  state- 
ment. Not  to  mention  being  a  lifesaver 
at  tax  time.  Especially  when  you're  able 
to  transfer  information  onto  Continen- 
tal's The  Tax  Advantage'"  program  and 
figure  out  what  you  owe.  Quickly. 

In  short,  The  Home  Accountant  is  the 
most  effective  software  program  there 
is  for  managing  your  money.  And  man- 
aging it  easily. 

Stop  by  your  Continental  Software 
dealer  today  and  pick  up  The  I  lomc 
Accountant.  You'll  see  what  everyone's 
talking  about. 

The  Home  Accountant  is  available 
for  Apple  il/lle,  IBM  PC/XT,  Atari 
400/800/1200X1.,  Osborne?  TRS-80 
Models  HI/4,  Commodore  64,  Texas 


Instruments  Professional,  Zenith 
Z- 100/1 10.  Compaq  and  Kay  Pro  compu- 
ters. Actual  budget  capacities  will  vary 
with  each  computer. 

For  your  free  64  page  booklet,  "Tips 
For  Buying  Software,"  please  write 
Continental  Software,  Dept.  GAZ, 
11223  South  Hindry  Avenue,  Los 
Angeles,  CA  90045, 
213/417-8470. 


Continental 

Software 

A  Division  of  Array*,  lue 


.,.., ■j.n.i..iii.,  ■.■ 


documentation  for  the  proper  procedure,)  Every- 
thing that  appears  on  screen  will  also  be  stored  in 
the  buffer.  When  all  the  information  has  been 
transmitted,  close  the  buffer.  Depending  on  the 
capability  of  your  software,  save  the  information 
to  disk  while  on-line  or  after  logging  off. 

But  before  trying  either  of  these  methods, 
read  your  terminal  software  manual  carefully.  Any 
good  program  will  include  a  feature  that  automat- 
ically sends  the  control  characters,  captures  in- 
coming data  in  a  buffer,  and  stores  it  to  disk. 

Learning  To  Talk 

After  receiving  this  introductory  CO  information, 
you  will  find  yourself  on  Conference  Channel  30. 
If  anyone  else  is  on-line,  messages  like  this  will 
scroll  up  your  screen: 

(30,  Blackfoot)  I  see  what  you  mean.  Bui  can  you  use 

the  cassette  recorder... 

(30, Blackfoot)  and  the  disk  drive  at  the  same  time?  ga 

(30,SamR.)  Yes,  no  problem,  ga 

(30,Blackfoot)  Thanks.  I'll  try  it.  ga 

In  this  conversation  between  two  users,  the 
information  in  parentheses  is  the  conference  chan- 
nel number  and  the  user's  name.  Users  have  a 
choice  of  using  the  name  listed  in  their  Compu- 
Serve account  or  of  using  a  handle  (pseudonym), 
as  most  CB  radio  operators  do.  This  option  is  also 
useful  when  two  or  more  people  share  an  account 
on  the  network.  Each  person  can  use  his  or  her 
own  name  while  on-line.  (To  change  your  handle, 
type  /HAN  on  a  new  line.  At  the  prompt,  type  in 
your  chosen  name  and  hit  RETURN.) 

On-Line  Etiquette 

Blackfoot  has  typed  ellipses  (three  periods)  in 
her  first  line.  This  means  she  has  more  to  say.  At 
the  end  of  her  second  line,  she  has  typed  GA 
(Go  Ahead).  These  codes  are  simple  but  essential 
for  other  users  to  know  whether  it's  OK  to  send 
their  comments  without  interrupting  the  current 
"speaker." 

When  several  users  are  on  CO,  it's  common 
to  see  several  conversations  carried  on  at  the  same 
time.  When  that  happens,  users  tend  to  start  a 
remark  with  the  name  of  the  person  they're  talking 
to,  like  this: 

(30, Blackfoot)  Sam  R.  =  >  I  sec  what  you  mean. 
But  can  you  use  a  cassette... 

Talking  Back 

The  most  confusing  aspect  of  CO  tor  beginners  is  in 
trying  to  type  in  their  comments  while  other  com- 
ments are  scrolling  up  the  screen.  Whatever  you 
type  will  appear  mixed  up  with  the  incoming  com- 
ments. For  example,  if  you  try  to  type: 

Hello,  my  name  is  Clyde 

your  screen  might  look  like  this: 

A6     COMPUTE! S  Gazette    Junc)9B4 


He(30,Blackfb«I)llo,Sam  R.my  =  >I 
seenawhat  me  isynu  mean. Clyde 

All  this  gibberish  is  only  on  your  screen;  other 
users  can't  see  what  you're  typing  until  you  hit 
RETURN. 

There  is  no  real  remedy  for  this  jumble.  The 
best  solution  is  to  avoid  looking  at  the  screen  while 
you're  typing.  If  you  get  lost  and  can't  remember 
what  you  typed  last,  type  CTRL-V  to  redisplay 
your  line,  free  of  the  gibberish.  If  you  get 
hopelessly  confused,  type  CTRL-U  to  erase  the 
incomplete  line.  When  you  finish  typing  your 
comment  (less  than  80  characters),  press  RETURN 
and  your  message  will  be  transmitted  to  the  other 
users. 

It  doesn't  take  long  to  gel  the  hang  of  this 
unorthodox  communication  method,  and  the 
reward  of  instant  communication  with  other  users 
is  well  worth  the  initial  confusion. 

Conference  Commands 

Another  tricky  area  for  beginners  is  the  use  of 
commands  in  the  CO  section.  There  are  three 
modes  of  communication  on  Commodore's  CO. 
The  default  mode  is  open  communication;  every- 
one can  see  everyone  else's  comments.  The  second 
mode  is  /TALK,  for  private  conversations  between 
two  users.  The  third  mode  is  /SCRamble,  in  which 
several  users  can  have  a  private  conversation. 

To  use  these  commands  while  in  CO,  type 
them  on  a  line  alone,  then  press  RETURN.  If  you 
put  any  character,  even  a  space,  in  front  of  the 
slash,  it  won't  work.  (It  will  be  sent  as  a  comment 
rather  than  a  command.)  If  you  find  this  con- 
fusing, just  type  a  CTRL-U  before  typing  the  com- 
mand. This  will  delete  anything  you  may  have 
typed  by  mistake.  Then  type  the  command  and 
RETURN,  and  you  should  get  the  desired  result. 

Conferencing  modes  on  Delphi  are  different 
from  CompuServe.  The  default  mode  is  private. 
To  join  a  conversation  you  must  /PAGE  one  of  the 
members  of  a  group  and  get  the  group  scramble 
code.  Then  you  must  /JOIN  the  group.  There  is 
no  open  conferencing  on  Delphi,  and  the  com- 
mands are  different,  but  the  results  arc  the  same. 

A  Few  Quirks 

Besides  the  special  conditions  on  individual  ser- 
vices, the  networks  have  a  few  general  quirks 
which  can  be  confusing  if  you're  not  expecting 
them.  The  strangest  is  a  tendency  for  the  charac- 
ters on  your  screen  to  suddenly  stop  scrolling  for 
no  apparent  reason,  then  start  up  again.  This 
happens  because  thousands  of  people  are  using 
the  system  at  once,  and  sometimes  it  gets  a  second 
or  two  behind.  This  occasionally  happens  on  all 
the  networks,  but  is  most  noticeable  during  peak 
evening  hours  on  CompuServe. 

CompuServe  has  become  so  popular  that  it's 


SEE  THE  LIGHT! 

Quality  Software  that  Outshines  the  Rest 

Programs  for  the  Commodore  64 


dMOS" 

Database  Management 
Operating  System 


The  BEST  data  base  management 
for  the  collection,  arrangement  and  display 
alphanumeric  data. 
A  unique  pattern  matching  and  searching  capabilities 
make  dMOS™  the  easiest  DB  system  available 
on  the  market. 
Features: 

•  Map  search  technique  to  achieve  a  "logical  AND", 
while  searching  between  fields. 

•  Display  records-found,  or  NOT  found  by  a  search. 

•  Rearrange  fields. 

•  Suppress  fields  and  field  titles. 

•  Insert  short  (10  character)  text. 

•  Selectively  print  records.  $3995 


nenttool 

llav  ^  Lock  up  yc 


SoftLoc" 


The  Program  Security  Systei 

Set  up  program  security  in  minutes 
up  your  personal,  financial  or  business  records 
3  types  of  protection: 

•  Re-encodes  program. 

•  Modifies  diskette  directory. 

•  Selectable  and  reassignable  7  digit 
access  code. 

$2995 


Missing  Key 


and  announcing. 


TU 


A  reset  System 
Restores  your  BASIC  Program. 

After  programming  tor  hours  you 
press  RUN  for  a  final  check  of  your  work  — 
the  computer  locks  up.  You  press  RUN,  STOP.  .  . 
nothing  —  you  press  RESTORE.  .  .  nothing  —  you 
look  for  the  missing  key  but  it  isn't  there.  You 
have  to  turn  off  your  computer  and  lose  hours  of  work!! 

Now  Add  the  Missing  Key™: 

•  Press  the  "Missing  Key1""  and  the  computer 
resets  itself  from  any  lockup,  and  your  BASIC 
program  is  restored. 

•  Load  and  run  the  program  included. 

•  Takes  nothing  away  from  your  computer,  neither 
memory  nor  a  piug-in  port. 

•  Attaches  to  your  C64  keyboard  or  any  other 
convenient  location. 

•  Will  not  void  your  CBM  warranty.  $2995 


Phone  Boss' 


Personal  Phone  Directory  Program 

Designed  to  store  and  organize 
your  personal  phone  listings. 


A  PptjonnUred  Prions  Directory  Ptopfprrt 


The  user  has  complete  control  of 
15  category  titles  and  entries. 


■■^^■H 


Software  by  SoftPeople  u  Programs  for  the  Commodore  64  m    Connecting  People  with  Great  Ideas. 


Sof  tPeople  Inc. 

2042  Marshall  Ave.    St.  Paul,  MN  55104   (612)644-1551 


Dealer  Inquiries  Invited 
1-800-447-3273 

Special  P.O.P  Packages 
&  Prices  Available 


in  a  constant  race  with  its  users,  trying  to  expand 
its  capacity  to  keep  up  with  the  growing  numbers 
who  log  on  every  evening. 

When  the  network  falls  behind,  you  may 
experience  a  delay  in  moving  from  one  service  to 
another.  Delays  of  up  to  five  minutes  are  not 
uncommon. 

No  Dead  Ends 

Another  problem  for  new  users  is  the  sense  of 
wandering  in  a  labyrinth.  Many  beginners  worry 
needlessly  about  getting  Lost  in  the  maze  of  menus, 
of  wandering  into  a  service  that  charges  extra  for 
access  and  running  up  a  huge  bill.  Or,  they  worry 
about  what  happens  if  they  accidentally  hang  up 
without  properly  logging  off. 

First,  it's  difficult,  if  not;  impossible,  to  get 
into  an  extra -charge  area  without  knowing  it. 
Many  of  the  services  require  users  to  sign  up  sepa- 
rately from  their  network  membership,  and  un- 
authorized access  is  not  possible.  There  are  ser- 
vices, such  as  the  Academic  American  Encyclo- 
pedia (AAE),  which  can  be  accessed  without  prior 
arrangement.  However,  the  AAE  menu  includes 
a  notice  that  the  service  involves  a  $2  per  hour 
surcharge. 

There  are  no  dead  ends  on  the  networks. 
Even  if  the  network  software  crashes  {a  very  rare 
occurrence),  or  if  a  user  gets  nothing  but  garbage 


scrolling  up  the  screen,  the  option  is  always  there 
to  simply  disconnect  the  modem  from  the  phone 
line. 

If  a  user  disconnects  from  the  network  with- 
out properly  logging  off  (either  by  mistake  or  if 
the  connection  is  broken  by  a  telephone  line  mal- 
function), CompuServe's  software  will  wait  for 
up  to  seven  minutes,  then  log  the  user  off.  During 
very  busy  periods,  this  may  take  up  to  20  minutes. 
The  user  is  charged  for  this  time. 

Ifi/ou  have  questions  or  ideas  about  subjects  you'd 
like  to  see  covered  in  this  column,  write  to:  Home  Tele- 
communications, COMPUTE!'*  GAZETTE,  P.O.  Box 
5406,  Greensboro,  NC  27403.  Or  you  can  send  me 
electronic  mail.  My  CompuServe  ID  is  75005,1553. 
For  Delphi,  it's  BOZART. 

Dow-jones  News/Ret  rieval 
P.O.  Box  3Q0 
Princeton.  Nj  08540 

Delphi  (General  Videotex  Corp.) 
3  Blackslone  Street 
Cambridge,  MA  02139 

CompuServe  Information  Service 
5000  Arlington  Centre  Boulevard 
P.O.  Box  20212 
Columbus,  OH  43220 

Commodore  Computer  Club 

P.O.  Box  69 

Wood  Dale,  1L  60191  ffl 


Commodore   owners: 
THE  FUTURE  IS  HERE 


if 


Will  your  printer  intortaca  pass  tho  Commorforo'  printer  lost?  Wo  don't  think  so!.'  Ours  will. 

The  CONNECTION™  is  truly  me  ultimate  parallel  interface  lot  the  VIC2Q™/CQMMODORE  64™.  This  lulty  intelligent 

interface  plugs  into  the  dtsk  (senal)  socket  |ust  like  the  standard  printer  and  you  can  easily  assign  it  any  device 

number.  It  will  provide  viriuaiiy  TOTAL  EMULATION  ol  Ihe  Commodore*  printer  including  all  standard  graphic 

characters  {normal  or  inverse),  column  tabbing,  dot  labbmg,  graphic  repeat,  dot  addressable  graphics,  cursor 

uptown  mode,  and  more.  It  responds  to  all  of  the  standard  commands  [PRINT  ■#,  OPEN.  CLOSE,  etc )  lo 

insure  software  designed  for  the  Commodore*  printer  will  operate  with  the  CONNECTION™.  Use  it  in  the 

TOTAL  TEXT  MODE,  or  purchase  ouf  Universal'  CONNECTION  that  works  with  virtually  EVERY  DAISY 

WHEEL  OR  MATRIX  PRINTER  with  standard  Centronics  Parallel  conliguration.  To  take  full  advantage  ol 

your  printer's  special  features,  please  specify  the  printer  lypo.  Available  for  STAR  MICRON  ICS,  BXBO. 

EPSON,  OKI,  NEC.  PROWRITER.  BANANA,  SEIKOSHA,  RITEMAN,  GEMINHOX  and  others. 

ONLY  SI  19.00  Complete.  (Additional  ROMs  are  available  il  you  should  ever  change  printers). 

THE  CONNECTION  PROVIDES: 

1)  A  2K  Printer  buffer. 

2)  Full  LED  Status  indicators. 

3)  Complete  Built  in  self  test. 

4)  Printer  reset  switch. 

5)  Adds  Skip  over  pert,  margin  set,  programmable  line  length,  program 
list  format  commands  to  your  printer. 

6)  No  need  (or  extra  cost,  special  tape  loader  for  graphics. 

7)  All  features  easily  accessed  from  software. 
B)  ASCII  conversion,  TOTAL  TEXT,  EMULATE,  and  TRANSPARENT  Modes. 

•Mote:  Only  the  Universal  CONNECTION  will  not  provide  100%  Commodore  graphics. 


ORDER  FROM 

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COMPUTE'S 


For  Owners  And  Users  Of  Commodore  VIC-20  And  64"  Personal  Computers 


More  fun 


More  programs 

Programs  to  help  you  balance  your 
checkbook,  store  your  addresses,  keep 
lax  records,  manage  your  personal 
business.  You  can  create  your  own  pro- 
grams and  games,  improve  your  word- 
processing,  spreadsheets  and  data 
base  management,  load  and  run  faster 
with  64  Searcher,  VIC/64  Program  Life- 
saver,  Quickfind,  Word  Hunt,  Disk  Menu, 
VIC  Timepiece,  Automatic  Proofreader 
and  more. 


MJ.t  J-: I ^I=TC» tTM 


I  I    I  .. 
I      1 


Martian  Prisoner,  The  Viper,  Skydiver, 
Snake  Escape,  Demon  Star,  Cyclon  Zap 
and  Oil  Tycoon  are  just  a  few  of  the 
ready-to-run  gomes  you'll  find  exclusive- 
ly in  COMPUTEVs  Gazette  each  month. 
Just  type  in  the  programs  and  watch 
your  screen  explode  with  colorful  new 
computer  game  excitement. 


More  challenge 


Ready  to  tackle  more  advanced  projects? 
In  COMPUTEI's  Gazette  you'll  learn  How 
to  Use  Tape  and  Disk  Files.  How  to  Pro- 
gram the  Function  Keys.  Writing  Trans- 
portable Bosic.  How  to  Make  Custom 
Graphics  Characters.  New  Ways  to 
Enliven  Programs  with  Sound.  One  Touch 
Commands  for  the  64.  How  to  use 
Machine  Language.  Speeding  up  the 
V|C  20 — and  much  more! 

Children  will  learn  and  develop 
new  skills  with  States  &  Capitols  Tutor, 
Wordmatch,  Munchmath,  Wordspell, 
Connect  the  Dots,  Aordvork  Attack  and 
Alfabug.  Computing  for  Kids,  a  regular 
monthly  feature,  will  uncover  new  ways 
to  involve  your  children  in  computing. 


More  buying 
guidance 

You'll  profit  from  comprehensive  reviews 
of  everything  from  dota-quality  cassette 
tapes  to  software  to  graphics  plotters  and 
modems.  Virtually  anything  that's  compat- 
ible with  your  Commodore  is  reported 
on  in  COMPUTEI's  Gazette.  With  this 
kind  of  expert  help,  every  computer  pur- 
chase you  moke  con  be  the  right  one! 


"mT- 


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Mark  Doyle 


This  two-player  game  for  the  Commodore  64 
or  VIC-20  with  memory  expansion  (any 
amount)  makes  tic-tac-toe  a  real  challenge. 
Joysticks  are  required. 


Sound,  color,  and  a  three-dimensional  playing 
board  add  new  excitement  to  this  old  familiar  game. 
After  the  title  screen  is  displayed,  both  players 
enter  their  names  and  how  many  games  they 
want  to  play.  A  multicolored  three-dimensional 
tic-tac-toe  board  then  appears  on  the  screen. 

The  player  with  the  joystick  in  port  1  (64  ver- 
sion) goes  first.  Since  the  VIC  has  only  one  joystick 
port,  players  must  take  turns  with  the  joystick  in 
the  VIC  version. 

To  move  the  cursor,  at  the  top  left  corner  of 
the  board,  push  the  joystick  left  or  right.  When 
you  get  to  the  desired  location,  push  the  fire  button 
and  your  marker  will  appear  under  the  cursor.  If 
there  is  already  a  marker  in  the  space,  a  low  noise 
will  be  heard  and  you  will  have  to  go  elsewhere. 

Winning  Combinations 

To  win,  you  must  get  three  of  your  markers  in  a 
straight  line  before  your  opponent  does.  They 
can  be  on  one  of  the  boards,  or  a  combination  of 
the  three  boards  going  diagonally  or  up  and  down. 

When  you  get  a  tic-tac-toe,  your  three  pieces 
flash  different  colors  and  the  winning  sound  is 
heard.  The  board  is  then  cleared,  and,  if  you 
specified  more  than  one  round  in  the  beginning, 
you  play  again.  If  not,  the  score  is  displayed  and 
the  game  is  over. 

If  you  don't  want  to  type  this  program  in,  I'll 
be  glad  to  make  a  copy  (64  version  only)  for  you. 
Send  $3,  a  blank  cassette,  and  a  self-addressed 
stamped  mailer  to: 

Mark  Doyle 
3755  Lemire  Imhc 
Sebastapol,  CA  95472 

50     COMPUTEVs  Gazelle    Juno19B4 


Anna  is  about  to  win  this  round  (64  version). 


3-D  Tk-Tac-Toe  challenges  you  to  think  in  three  dimensions 
(VtC  version). 


See  program  listings  on  page  177. 


Software  artists? 


TO  MAKE  THE  FIRST  BASKET- 
BALL PROGRAM  that  feels  like  the 
real  tiling,  it  helps  to  start  with  two  guys 
who  know  what  the  real  thing  feels  like. 

Enter  Larry  Bird  and  Julius  Erving, 
Bird  —  the  hustler,  die  strong  man, 
deadly  from  outside.  Erving  —The 
Doctor,  maybe  the  most  explosive 
player  in  the  history  of  the  game. 

We  talked  to  them,  photographed 
them  in  action,  studied  their  moves  and 
their  stats  and  their  styles.  Then  we 
set  out  to  create  on  computer  disc  an 
event  which  may  never  happen  in  rea 
life.  We  put  the  two  of  them  together 
on  a  dream  court  of  light,  for  an  elec- 
tronic afternoon  of  one-on-one. 

It  wasn't  easy.  When 
they  talked,  we  listened. 
When  they  criricized, 
we  made  big  changes. 
When  they  gave  sug- 
gestions, we  took  them. 

And  it  shows.  This 
thing  is  absolutely  un- 
canny. You  actually 
take  on  all  the  skills  and 
characteristics  of  Bird 
or  The  Doctor  —  their 
own  particular  moves, 
shooting  abilities,  even 
strength  and  speed. 

You'll  meet  with 
fatigue  factors,  hot  and 
cold  streaks,  turn- 
around jump  shots, 
and  360 -degree  slam 
dunks.  But  there's  some  whimsy  in 
here,  too  — a  funny  referee,  a  shattering 
backboard,  even  instant  replay. 

It's  called  Julius  Erving  and  Larry  Bird 
Go  One- on- One."  You're  Bird.  Or  you're 
The  Doctor.  And  that's  the  last  deci- 
sion you'll  have  plenty  of  time  to  make. 


How  we  got  this  years  hottest  sports  game  out  of 
two  rather  inexperienced  designers. 


JulLua  Ervinv  and  Lury  Bird  Go  Onc*cnvOnc  h  now  jmLbblt  on  dlVkciif  m«t  Appl?  II.  11+,,  and  lie  QMnputfi 

u  *  Jen  ur  k  of  Appk  Coin  pu  ccr.  To  f  i  n  J  mil  more  iKiut  Elrtfmnic  At  i  un  d  jt»  p  t  l*J  lk  t\.  wt  itc  m  M  2  7  55  O  mpm  1 3  c  n  c 
intjUHlSI  5^^7171- FittifrvFeiulo&ttrid  a  sj^mrvd.K^^ 
IhSt  and  Aran  Immf  nimfurcn. 


l  Applf  it  a  rruiMfrtd 
5»M*ttO»CA.94«J 

ftr  64.  t'l'Tinimum  uh 


ELL  CI  HON  [CARTS 


Bombs  with  short  fuses  and 
blind  monsters  add  urgency 
and  danger  to  this  all-graphics 
adventure  game  for  the  unex- 
panded  VIC  and  the  Commo- 
dore 64.  Joystick  required. 


Dave  and  Casey  Gardner 


Your  quest  is  to  find  three 
bombs  It  id  den  in  the  rooms 
and  corridors  of  the  castle 
dungeon.  They  were  placed  by 
the  evil  wizard  who  is  trying 
to  destroy  the  castle. 

He  also  put  nine  beasts 
in  the  rooms  to  guard  the 
bombs.  Luckily  for  you,  the 
beasts  are  blind  and  will  attack 
only  if  you  bump  into  them. 
If  you  are  carrying  the  en- 
chanted sword  when  you  fight 
the  beasts,  you  can  defeat 
them.  You  will  also  need  the 
magic  key  to  open  the  locked 
doors. 

A  Light  And 

Levitation 

On  your  search  through  the  dun- 
geon you  will  be  carrying  a  light 
which  is  only  bright  enough  for 
you  to  see  the  area  immediately 
around  you.  If  you  move  too 
fast,  you  might  fall  into  a  bot- 
tomless pit  and  be  lost  forever. 
By  standing  next  to  a  pit  and 
pressing  the  L  key,  you  can  in- 
voke a  levitation  spell  which  will 
allow  you  to  cross  over  the  pit 
without  tailing  in. 

The  fuses  on  the  bombs  will 
burn  for  only  five  minutes  (three 
minutes  for  the  64  version).  If 
you  haven't  found  all  three  by 
that  lime,  they  will  explode  and 
the  castle  wilt  be  destroyed.  Each 
time  you  play,  the  wizard  will 
place  the  various  objects  in  dif- 
ferent locations. 

To  save  memory,  the  VIC 
version  of  the  program  is  in  two 
parts.  The  first  part  (Program  1) 
displays  the  title  page  and  in- 
structions and  defines  the  pro- 
grammable characters  used  in 
the  second  part. 


WHY  WATCH  THE  OLYMPICS  WHEN  YOU  CAN  BE  IN  THEM? 


aim 


You're  an  Olympic  athlete  competing  in  eight  key  events  at  the 
Summer  Games.  How  well  can  you  score  in  track,  swimming,  diving, 
shooting,  gymnastics  and  more?  So  realistic,  there's  even  an  opening 
ceremony  and  awards  presentation  after  each  event. 

Unlike  other  "Olympics-Like"  games,  Summer  Games  has  incredible 
realism,  superb  state-of-the-art  graphics  and  sound  effects  (including 
national  anthems  from  18  countries),  and  it  is  a  true  action-strategy  game. 
In  each  event  you  must  plan  and  execute  your  game  strategy  in  order  to 
maximize  your  score.  It  is  not  just  a  matter  of  how  fast  you  can  move 
the  joystick. 

So  change  into  your  running  shoes,  /$W 

grab  your  joystick  and  GO  FOR  AX% 

THE  GOLD!  ™r/ 

One  or  more  players;  joystick  controlled.       Strategy  Games  tor  the  Action- Game  Player 


A  Special  Filename 

Type  in  Program  1  and  SAVE  it.  If  you  are  using  a 
Datassette  change  ,8  in  line  28  of  Program  1  to  ,1.) 
Then  type  in  Program  2  and  SAVE  it  as  "D". 
Here  are  outlines  of  the  VIC  programs: 


Program  1  (VIC  Loader) 
Line(s) 

1  Clears  the  screen  and  lowers  the  top  of  memory 

2  Defines  variables  for  sounds  and  the  screen 
3-5  Display  the  ti  tie  page 

6-7  Play  a  tune 

8-10  Complete  the  ti  H  e  pa  ge 

11-22  Display  i  ris  tru  c  ti  on  s 

23  Randomizes  (so  each  game  will  start  differently) 

24-25  Store  character  information  in  high  memory 

26-29  Start  LOADing  Part  two 

30-43  Title  page  DATA 

44-49  Character  DATA 


Program  2  (Main  VIC  Program) 

Line(s) 

Initialize  variables 

Fills  the  screen  with  black  spaces 

Place  She  maze 

Places  doors 

Places  room  floors 

Places  bombs 

Places  beasts 

Places  key 

Places  sword 

Places  pits 


10 
11 
12 
13 

14 

15 

16-20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 

31-33 

34 

35 

36-37 

38 

39 

40-43 

44 

45 

46-47 

48-55 

56-62 

63 

64-66 

67-69 

70-72 

73-74 

75 

76-77 

78-81 

82 


Chooses  starting  point,  sets  the  clock  to  zero 

Reads  joystick 

Checks  if  time  is  up 

Set  direction 

If  wall  in  way— stop 

Sword? 

Beast? 

Door  and  no  key? 

Key? 

Levitation  spell? 

Pit  and  no  spell? 

Pit  and  spell? 

Bomb? 

I  f  n  o  t  mo  vt  ng  j  u  mp  a  hea d  to  Line  44 

Light  up  area  around  player 

If  key  or  sword  found — make  sound 

If  player  fell  in  pit— jump  to  ending  sequence 

If  player  levitated  over  pit- — redraw  pit 

Cancels  levitation  spell 

Makes  player  movement  noise 

Darken  area  just  vacated 

If  third  bomb  found — jump  to  ending  sequence 

Do  it  again 

Successful  quest  ending 

Unsuccessful  quest  ending 

Maze  DATA 

Door  DATA 

Room  floor  DATA 

Subroutine  for  randomly  placing  objects 

Sound  subroutine  for  s%vord  and  key 

Sound  subroutine  for  locked  door 

Sound  subroutine  for  bomb  found 

Sound  and  ending  subroutine  for  falling  in  pit 

Subroutine  for  fighting  beast 

Sound  subroutine  for  levitation  spell 


The  dungeon  is  dark  and  you've  encountered  a  monster 
(VIC  version). 


if  you  lose,  the  maze  is  reveaied  (64  version). 

We  would  like  to  thank  Don  Brunner  and 
Todd  Andrews  of  Rose  City  Computer  Associates, 
Newark,  New  York,  for  their  technical  assistance 
in  preparing  this  program. 

The  joystick  reading  routine  is  from  "The 
Joystick  Connection"  by  Paul  Bupp  and  Stephen 
Drop  (COMPUTE!  magazine,  May  1982). 

If  you  would  like  to  save  the  trouble  of  typing 
in  and  debugging  the  programs  (VIC  version  only) 
send  S3,  a  blank  tape,  and  a  stamped,  self- 
addressed  mailer  to: 

Dave  Gardner 
2342  Barnes  Road 
Walworth,  NY  14568 

See  program  listings  on  page  157.  © 


COMPUTE Ts  Gazette 

Toll  Free  Subscription  Order  Line 

800-334-0868 

In  NC  919-275-9809 


54     COMPUTE I's  Gazette    June  1984 


PUZZLEPANIC. 
KEN  USTON  THINKS  HE  CAN  DRIVE  YOU  CRAZY. 


^K 


-  :  •    . 


t'tfv'' 


1 


'AL*-% 


RBEC 


- 


VStf 


So  you  think 
there's  no  puzzle  too 
tough  for  you  and  no 
video  game  you  can't 
beat.  Welcome  to 
PuzzlePanic— The 
computer  game  that's  sure  to  have  you 
crying  "uncle."  Designed  by  Ken  Uston, 
blackjack  and  arcade  game  player  extra- 
ordinaire, PuzzlePanic  takes  you  through 
49  increasingly  difficult  screens  based 
on  seven  different  games  of  action,  logic, 


strategy  and  challenge.  Compared  to 
PuzzlePanic,  Rubik's  Cube""is  child's 
play.  So  put  on  your  thinking  hat, 
grab  your  joystick,  get  ready  for  the 
contest  of  your  life,  and  let  Ken  Uston 
drive  you  crazy. 

One  player;  joystick  controlled. 

„,  EflYX 

Strategy  Games  for  the  Action-Game  Player 


Revenge 
Of  Cyon 


Mike  Reinmcm 


Save  Earth  from  the  invading  Cyon  ships. 
Originally  written  for  the  VIC-20,  we've  added 
a  version  for  the  64.  A  joystick  is  required. 


"Revenge  Of  Cyon"  is  an  action  game  for  the  VIC 
and  64  in  which  you  try  to  save  Earth  from  the 
invading  Cyon  Empire.  Using  the  joystick,  you 
must  intercept  the  Cyon  ships  before  they  reach 
the  ground.  Do  this  by  moving  the  cross  hairs 
over  each  ship  and  pressing  the  fire  button.  You 
are  given  seven  shots  at  each  ship.  When  a  ship  is 
destroyed,  the  number  of  shots  used  and  the 
number  of  seconds  you  took  to  get  it  will  be 
displayed. 

At  first,  the  ships  descend  one  at  a  time.  But 
after  the  first  six  ships,  the  Cyons  get  smarter  and 
send  down  two  ships  at  one  time.  If  you  clear  11 


SblADREVA64 

Your  personal  professional  address-file  -system.  Up  to  620 
addresses  per  disc  in  direct  access.  Including  5  extra  lines  for 

individual  text/record.  Totally  menue-driven.  ^^^^^^^ 

Powerful  editing  and  back-up  facilities.     f\!^y  seQj 

Several  hardcopy  features.  ^^^^^^^^ 

PLACE  YOUR  CHECK  OR  MONEY  ORDER  NOW! 


Here  comes  the  new  generation  of  SM's 


program  series  for  the  64. 


SM  SOFTWARE  INC.    2B2  Bethlehem  Pike    Colmor.  PA  1B915 


Here  comes  the  new  generation  of  SM's 


program  series  for  the  64. 


lAtt/SM64 

This  index-sequential  file  manager  gives  you  a  new  dimension 

on  direct  access  fries.  Up  to  40  keys,  various  length  lor  each 

record  and  up  to  10  files  can  be  handled  at  the 

same  time  by  this  sophisticated  module.  How  could  your 

programs  survive  without  SM-ISM? 


PLACE  YOUH  CHECK  OR  MONEY  ORDER  NOW  ! 


SM  SOFTWARE  INC.    262  Bethlehem  Pike    Colmar.  PA  18915 


screens,  Earth  is  saved  and  you  win  the  game.  If 
the  ships  reach  the  ground  three  times,  Earth  will 
be  destroyed  and  you  will  be  rated  on  your 
performance.  Six  difficulty  levels  are  available, 
ranging  from  simple  to  impossible. 

A  point  of  interest  to  beginning  programmers 
is  that  FOR-NEXT  loops  will  execute  much  faster 
if  you  omit  the  variable  in  the  NEXT  command. 

See  program  listings  on  page  161.  IB 


It  took  two  shots  and  four  seconds  for  a  direct  hit  in  the  VIC 
version  of  "Revenge  of  Cyon." 


WITH  NIGHTMISSION 


JT7TTTITJ 


You  deserve  the  best.  You've  earned  it.  Now  reward  yourself  with  a  session  of  Night  Mission  PINBALL, 
the  most  realistic  and  challenging  arcade  simulation  ever  conceived!  ■  Stunning  graphics  and  dazzling 
-\   sound  effects  put  Night  Mission  PINBALL  in  a  class  by  itself.  Game  features:  multi- 
ball  and  multi-player  capabilities,  ten  different  professionally  designed  levels  of  play, 
i  ^a  .      and  an  editor  that  lets  you  create  your  own  custom  modes.  ■  So  take  a  break  with 
» •'."  j    :   I      Night  Mission  PINBALL  from  SubLOGIC.  Winner  of  Electronic  Games  magazine's 
"'fl    M      1983  Arcade  Award  for  Best  Computer  Audio/Visual  Effects. 


See  your  dealer . . . 

or  write  or  call  for  more  information.  For  direct  orders  please  add  $1 .50  tor 
shipping  and  specify  UPS  or  first  class  mail  delivery.  Illinois  residents  add  5? 
sales  tax.  American  Express.  Diner's  Club,  MasterCard,  and  Visa  accepted. 

Order  Line:  800/637-4983 


feLOGIC 


713  Edgebrook  Drive 
Champaign  IL61820 
(217)  359-8482  Telex:  206995 


The 

Frantic 

Fisherman 


David  Lacey 


Idly  floating  in  your  boat,  waiting  for  the  fish 
to  bite,  is  a  fine  way  to  relax.  In  this  game, 
however,  an  angler's  dream  becomes  a  night- 
mare when  sharks  get  the  notion  that  you're 
the  bait  and  thunderclouds  threaten  you  with 
gargantuan  raindrops.  It's  good  you  remem- 
bered to  bring  your  shark  swatter  and  an  um- 
brella. For  the  VIC  and  64. 


The  fish  are  biting,  and  you've  managed  to  catch 
a  few.  But  suddenly  you  notice  the  sky  is  clouding, 
over,  and  to  make  things  worse,  ravenous  sharks 
begin  to  circle  your  boat. 

The  object  of  "Frantic  Fisherman"  is  to  sur- 
vive. You  score  points  by  clubbing  the  sharks 
with  your  bat  and  blocking  raindrops  with  your 
umbrella.  You  start  with  three  fishermen.  Fach 
time  a  shark  or  raindrop  hits  the  boat,  you  lose, 
the  boat  and  one  fisherman.  However,  a  new 
fisherman  is  awarded  for  every  2,00(1  points. -xa^ 

Three  keys  are  used  to  control  movement.  Re- 
move back  and  forth,  use  the  less  than  (  <  )  £md — -— 
greater  than  (  >  )  keys.  The  space  bar  serves  two 
functions.  When  sharks  approach,  it  controls  the 
club.  If  a  raindrop  is  falling,  it  controls  the  u,rn^ 
brella.  You  can  use  the  shark  swatter  as  many 
times  as  you  like.  The  umbrella,  though,  can  b 
lifted  only  three  times  for  each  raindrop. 

Controlling  The  Frenzy 

If  you  think  the  game  is  too  fast  or  slow,  you  <$fi 
make  the  fisherman  more  (or  less)  frantic. 

VIC  users  can  alter  the  speed  by  changing  the 
variable  DE  in  line  30  of  Program  2.  To  add  more 
fishermen,  increase  the  value  of  GL  in  line  100. 

The  bulk  of  the  64  version  is  written  in 

58     COMPUTE I's  Gazelle     June  1 984 


miitom^^ 


r  survival. 
But  the  talons  of  a  screaming  harpy  may  seal  your  doom.  Life  harTgsJj^a-fhread 
in  the  challenging  world  of  the  gods. 

Pegasus,  and  all  the  Tymac  Talkies,  provide  speech  without  expensive  add-on 
hardware.  Combine  that  with  dazzling  graphics,  lifelike  animation,  and  3-D  effects— and 
you  have  sights  and  sounds  like  never  before.  See  and  hear  all  the  Tymac  Talkies,  for 
the  Commodore  64™  VIC  20™  Atari"  Home  Computers,  IBM  PC  or  PC  Jr.  at  your  local  computer  retailer. 

Tymac  Talkies:  the  most  fun  you've  ever  heard. 


Type  Snyper 


First  Strike 


Flyer  Fox 


Gandalf  the  Sorcerer  Codename;  DEADZONE 


TYIYIflC 


TYMAC  INCORPORATED 

129  Main  Street,  Franklin,  NJ  07416  •  201-827-4050 


Commodore  64  and  VIC  20  are  trademarks  of  Commodore  Business  Machines,  Inc.  Atari  is  a  Irademark  of  Atari,  Inc. 


The  fisherman  raises  his  umbrella,  but  is  standing  on  the 
wrong  side  of  the  boat  (64  version). 

machine  language  and  the  speed  controls  are  built- 
in.  The  four  function  keys  give  you  four  speeds, 
from  very  slow  (fl)  to  frustratingly  frantic  (f7). 
The  first  speed  (fl)  is  rather  easy  and  is  recom- 
mended only  as  practice.  You  can  also  pause  the 
action  by  pressing  the  SHIFT/LOCK  key.  {Pressing 
it  again  restarts  the  game.)  To  end  the  game  (64 
version  only),  press  the  back  arrow  («— j  key. 


STOP  PLAYING  GAME 


^ 


■  Calculate  odds  on  HOflSE  RACES  with  MY  COMPUTES 
using  BASIC. 

■  SCIENTIFICALLY  DERIVED  SYSTEM  really  ywuki  TV 
Station  WLKY  ol  Louisville,  Kentucky  used  this  system 
to  predict  the  odds  ot  the  i960  Kentucky  Derby  See 
Popular  Computing  (February,  1984}  tor  a  review  ol  ttiis 
program.  This  system  was  wniten  and  used  dy 
computer  experts  and  is  now  doing  made  available  to  home  computer  owners  This  method 
is  based  an  storing  dala  Irom  a  large  dumber  ol  races  on  a  high  speed,  large  scale  computer. 
23  factors  taken  Irom  [he  "'Daily  Racing  Form"  were  then  analyzed  by  Itic  computer  to 
see  how  itiey  inlluenced  race  results.  From  Ihese  23  lacls.  ten  wore  iDiind  to  be  the  mosi 
vital  in  determining  winners  NUMERICAL  PROBABILITIES  ol  each  ol  Ihese  10  factors  were 
(hen  computed  and  Ihis  lorms  the  basis  ol  this  REVOLUTIONARY  NEW  PROGRAM 

■  SIMPLE  TO  USE  Obtain  "Daily  Racing  form"  the  Bay  before  Iha  races  and  answer  the 
10  questions  about  each  horse  Run  me  program  and  your  computer  will  print  qui  trie 
odds  tor  all  horses  m  each  race  COMPUTER  POWER  gives  you  Ihe  advantage' 

■  YOU  GET 

1)  Proof  am  on  cassette  or  disk. 

2)  Listing  ol  BASIC  programs  tot  use  wrtn  any  rampuiet 

3)  Instructions  on  now  to  gel  It*  needed  Bala  from  It*  "OaJy  Rating  Form  " 
4|  Tips  on  using  the  odds  generated  by  hie  program 

5)  Sample  lorm  to  Simplify  enlerirvg  data  lr/  each  race 
MAIL  COUPON  OR  CALL  TODAY 

3G  COMPANY,  INC.  OEPT.GA  (503)  357-5607 

P.T.  3,  BOX  28A,  GASTON,  OR  97119 

Yes,  I  want  to  use  my  computer  lor  FUN  and  PROFIT  Please  send  me  "Play  Ihe 
Horses"  lor  S29.95.  Circle  the  casselle  you  need.  PET/CBM.  VrC-M,  Color  compgisr, 
IRS'SO.  Sinclair  Tirn**  10OQ.  Atari  Con-.macsri!  64  loisk  v  casselle). 

Apple  ICisii  or  casseitel 
Enclosed  is:  □  check  ot  money  order  □  MasterCard  Q  Visa 


£P 


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:.;  date 


NAME 


ADDRESS  . 
CITY   


START  USING  YOUR  COMPUTER  FOR 

FUN  and  PROFIT! 


60     COMPUT&'s  Gazette    June  1 984 


In  the  VIC  version,  a  shark  is  about  to  be  hopped. 


Special  VIC  Instructions 

The  VIC  version  runs  on  an  unexpanded  VIC,  but 
requires  two  programs.  The  first  redefines  the 
character  set,  the  second  is  the  main  program. 

First  enter  Program  1.  If  you  are  using  a  disk 
drive,  add  the  following  lines: 

700  PRINT"LOAD"CHR? ( 34 ) "FRANTIC2 "CHR$ ( 34 ) 

" ,  8" 
710  P0KE198,4:FORT=631T0633:POKET,145:NEX 

T:P0KE634,13:END 

Cassette  users  should  add  this  line: 

700    P0KE198, 1:P0KE531 ,131:END 

Next,  type  in  Program  2  and  SAVE  it  as 
FRANTIC2.  To  play  the  game,  LOAD  and  RUN 
Program  1  and  it  will  LOAD  and  RUN  Program  2. 

If  you  don't  want  to  type  in  the  programs, 
send  me  $3,  a  cassette,  and  a  self-addressed 
stamped  mailer,  and  I  will  make  a  copy  (VIC  ver- 
sion only). 

David  Lacey 
3708 1  Street 
Lincoln,  NE  68510 

See  program  listings  on  page  182,  9 


FREE  OFFER!  FREE  OFFER! 


COMPUTER  CASSETTES 
58<t 

FREE  "Great  Inventions  Game"  Program  Cassette 

with  each  order  ol  20  or  more  C-W's 

Specily  VIC-20.  Commodore  64,  TI-99/4A,  TFtS-80  CoCo  or  MC-10 

•  C-1  0  Lenglh/Free  Labels  •  S  Screw  Shell 

•  Storage  Box  add  1  2a  each        *  Lilotime  money  back  guarantee 

*  $2.00  shipping  charge  •  any  quantity 

(Canadian  Orders  $6  00  shipping) 

•  NJ  Residents  add  6%  sales  tax 

•  Send  check  or  money  order  to: 


PARALLEL  SYSTEMS 

Box  772  Dept.  V  •  Blackwood,  NJ  0801  2 
809-227-8834 


THE  CAME  IQRDS  OFB/MA/N 


COMMODORE  64" 


PURPLE  TURTLES 
Authors:  Mark  &  Richard 
Moore 

A  fully  animated  arcade 
game  withLoveabla  Turtles, 
Cuddly  Graphics  and  more 
Cuteness  than  you'll  find  in 
any  other  Commodore  64 
gamelA  game  for  trio  young 
at  heart  and  people  who  have 
tired  of  alien  bashing. 


UlTISYNTH 
Author:  Naltn  Shatma 
Turn  your  CBM  64  into  a 
sophistics  ted  synthesiser, 

a  piano,  violin,  organ,  guitar  or 
harpsichord.  Woodwind, 
drums  orcymoals  and  play 
along  with  your  own  or  any  of 
the  preset  rhythms. 

Also  available 
Bugaboo  'Aquaplane  • 
Ring o! Power  'Sting  • 
Ouintic  Warrior 


TIMEX/SINCLAIR  2068  m 

BUGABOO 
Author:  Indescomp 

Jump  your  way  out  ol  the 
caves  with  Bugaboo  the  flea 
but  beware  of  the  fearsome 
Dragon  as  you  Jump  around 
the  exotic  vegetation 

Also  available 
Xadom  •  Astro  Blaster  • 
Games  Designer  * 
3D  Strategy  *  Ant  Attack  • 
The  Chess  Player  * 
Smugglers  Cove  * 
Vetnors  Lair  •  Trader  • 
Traxx  •  Time  Gate 


WMEX/SINCLAIR 
1000  &  1500" 
3D  BLACK  STAR 
Author.  M.  Sudworlb 

Explosions  mushroom 
around  you  and  the  rear 
scanner  shows  following  craft, 
you  Increase  speed  and  fire  at 
the  ducts,  dodging  from  side 
to  side  of  the  narrow  corridor. 

Also  available 

Damper  S  Glooper  •  Croaka 

Crawta  *  Pioneer  Trail  * 

Munchees 


ATARI  400/800'" 


VIC  20" 


ULTI-SKETCH 
Author:  M,  Walker 
INCREDIBLY  VERSATILE 
CHARACTER  GENERATOR 
Define  characters  onB  x8 
grid.  Save  to  tape.  Load  from 
tape.  Freefymerges  character 
sets  into  existing  programs. 
Hex  i  Dec.  O/Ps.  Character 
manipulation.  Minor,  rotate. 
Invert,  left,  right,  up  down. 
hold,  wipe,  cancel.  Redefine 
whole  character  set.  Also 
works  in  colour  mode. 
Excellent  examples  supplied. 


SKYHAWK 
Author:  Chaiiec 

A  quiet  European  village  is 
attacked,  pilot  the  jet  fighter 
Skyha  wk  against  the 
attackers 


Bugaboo 


QUICKSILVAINC426WestNakoma  San  AntonhTexas  78216.  (512)3403684. 


REVIEWS 


Arcade-Style  Games  For 
The  VIC-20:  Skr amble!  And 
Gridder 


Harvey  B.  Herman,  Associate  Editor 


What  makes  a  great  computer 
game?  I  suppose  it's  like  invest- 
ing in  the  stock  market.  If  the 
brokers  had  all  the  answers, 
they  would  be  millionaires  in- 
vesting their  own  money  rather 
than  cither  people's.  And  it' game 
designers  knew  all  the  secrets 
for  producing  great  games,  they 
would  never  make  a  false  step. 

Since  no  one  can  know  all 
the  secrets,  some  people  consis- 
tently do  better  than  average  in 
the  stock  market,  and  so  do  some 
game  designers  in  competition 
for  our  software  dollars.  1  don't 
know  what  a  good  average  might 
be,  but  in  the  opinion  of  my  fam- 
ily, Microdigital  is  hatting  .500 
on  Skrtwiblc!  and  Crititler. 

My  youngest  son  almost 
immediately  formed  strong  opin- 
ions on  the  quality  of  each  game. 
Perhaps  you  can  use  his  insight 
in  your  evaluations  of  other 
games.  However,  we  don't  have 
all  the  answers,  or  we  would  be 
writing  games  rather  than  re- 
viewing them. 

Skramble! 

The  game  begins  with  instruc- 
tions and  a  chorus  of  "Yankee 
Doodle."  You  are  in  command 
of  a  moving  spaceship.  Your 
only  options  are  to  bomb,  shoot, 
or  maneuver  around  enemy  de- 
fenses. You  have  a  limited 
amount  of  fuel,  not  enough  to 

62     COMPUTEI's  Gazette     Juno  1984 


complete  the  mission.  You  have 
to  earn  additional  fuel  by  de- 
stroying enemy  oil  tanks.  Points 
are  scored  by  destroying  their 
rockets  and  helicopters.  You 
lose  if  you  collide  with  anything 
or  run  out  of  fuel.  Points  and 
remaining  fuel  are  displayed  in  a 
panel  at  the  bottom  of  the 
screen. 

There  is  plenty  of  variety — 
the  game  offers  eight  different 
challenges  (screens)  before  you 
reach  the  Homing  Slot.  The  first 
screen  has  varying  terrain  filled 
with  storage  tanks,  rockets,  and 
helicopters.  With  the  joystick, 
you  maneuver  up  and  down, 
forward  and  back;  and  you  bomb 
and  shoot  with  the  fire  button. 
At  first  it  seems  easy,  but  then 
the  rockets  are  launched  and  the 
subsequent  screens  become 
much  tougher. 

As  far  as  my  kids  are  con- 
cerned, this  game  is  a  real  win- 
ner. The  variety  and  level  of 
difficulty  keep  their  interest 
much  longer  than  the  average 
game.  They  keep  coming  back  to 
it,  but  still  haven't  made  it  to  the 
end.  Perhaps  therein  lies  the 
secret  of  a  successful  game. 

However,  I  would  not  have 
predicted  this  from  my  first  im- 
pressions. Although  they  may 
feel  differently  next  year,  they 
like  it  now  and  are  still  trying  to 
reach  the  Homing  Slot. 


Enter  CompuServe's 
Electronic  Mall u 
and  shop  at  your 
convenience  in  these 
exciting  departments. 

The  Micro  Mart 
The  Department  Stores 
The  Trawl  Agent 
The  Book  Bazaar 
The  Record  Emporium 
The  Photo  Booth 
The  Software  Shop 
The  Financial  Market 
The  Magazine  Kiosk 
The  Gardening  Shed 
The  Newsstand 

A  sample  of  the 
companies  participating 
in  CompuServe's 
Electronic  Mall  "includes: 

Amdek 

American  Airlines 

American  Express 

AST  Research 

Bantam 

CBS  Publishing 

CDEX 

Colonial  Penn 

Commodore 

Computer  World 

Digital  Equipment 

dilithium  Press 

800  Software 

Heath 

Hertz 

E.FHulton 

Inmac 

Innovative  Software 

Magazine  Supply  House 

Manufacturer's  Hanover  Trust 

McGraw-Hill 

Metropolitan  Life 

Microsoft 

Miracle  Computing 

Misco 

Newsnet 

Official  Airline  Guide 

Pan  American  Electronics 

Peachtree  Software 

Practical  Peripherals 

Program  Store 

Professional  Color  Labs 

RCA  Record  Clubs 

Record  World 

Sears 

Select  Information  Exchange 

Sim  Computer  Products 

Software  Advisor 

Stark  Brothers 

Supersoft 

MaxUle 

Vanguard 

VisiCorp 

Ziff-Davis 

Merchants  and  manufacturers  who  want  to 
participate  in  the  Electronic  Mall"  may  contact: 
Stephen  A.  Swanson,  L.M.  Berry  &  Co.. 
P.O.  Box  6000,  Dayton,  OH  45401. 
(513)296-2015. 


3BI 


May  Catch  Up  With  The  Way 

CompuServes  New  Electronic  Mall 

Lets  You  Shop  Today. 


Introducing  the 
first  computer  shopping 
service  that  brings  you 
convenience,  savings 
and  enjoyment 

Here's  your  chance  to  expand  the 
practical  uses  of  your  personal  computer. 

Sign  up  for  CompuServe  and  shop  in 
our  new  Electronic  Mali,  it's  easy  to  use.  ft 
tells  you  more  about  the  products  you're 
buying.  It  lets  you  order  faster.  And  it's 
totally  unique. 

CompuServe's  new  Electronic  Mall" 
offers  you  all  these  shopping 
Innovations, 

-  It's  fi  lormous!  So  it  gives  you  in-depth 
information  on  thousands  of  goods  and 
services,  and  lets  you  buy  even  hard-to-find 
merchandise  -  Its  unique  "Feedback"  serv- 
ice lets  you  ask  the  merchants  themselves 
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REVIEWS 


Gridder 

A  painter,  indicated  by  a  happy 
face,  is  moved  around  a  .square 
grid.  When  he  boxes  a  given 
square,  it  is  painted  (indicated 
by  changing  color).  At  the  same 
time,  lethal  chasers  are  after  the 
painter.  The  painter — controlled 
by  your  joystick— must  paint  all 
the  squares  on  the  screen  with- 
out getting  caught  by  a  chaser. 

The  next  grid  appears  when 
the  previous  one  is  painted;  there 
are  256  different  grids  (screens) 
in  all.  The  score,  including  cur- 
rent high,  is  shown  at  the  screen 
bottom. 

A  few  complications  are 
offered.  You  may  create  holes  in 
the  grid  which  neither  the 
painter  nor  the  chaser  can  cross. 
This  stops  the  chaser  for  only  a 
short  time,  however.  The  chasers 
ordinarily  cannot  sec  through 
obstacles,  but  at  higher  screens 
the  obstacles  are  transparent, 
which  increases  the  challenge. 

You  get  three  extra  painters 
in  addition  to  the  unused  ones 
when  a  grid  is  completely 
painted.  Up  to  nine  painters  are 
allowed  at  one  time. 

My  youngest  son  reacted 
negatively  to  this  game.  He  feels 
that  there  is  not  enough  variety 
in  spite  of  the  256  grids.  In  his 
words,  "terminal  boredom"  set 
in  long  before  the  game  became 
more  difficult  at  the  higher  grids. 
Almost  every  other  game  was  at 
least  fun  at  first;  not  this  one,  he 
claims.  Again,  I  would  not  have 
predicted  this  response  from  my 
first  impression  of  the  program. 

For  The  Unexpcmded 
VIC 

Skramble  and  Gridder  are  offered 
on  tape  for  the  unexpanded  VIC, 
and  have  the  option  of  either 

44     COMPUTE ''s  Gazette    June  1 984 


keyboard  or  joystick  play.  The 
front  of  each  box  has  an  artist's 
conception  of  the  game  (poetic 
license  as  usual),  but  the  back 
has  a  small  photograph  of  the 
actual  screen.  I  applaud  this  last 
step  and  wish  more  software 
packaging  was  this  honest. 

The  question  remains:  Why 
did  my  children  like  one  program 
so  much  and  not  the  other? 
Skramble!  was  fun  for  us  and 
Gridder  was  not.  Your  experience 
maybe  different. 

The  common  thread  of  good 
games  is  true  variety  and  chal- 
lenge. They  must  hold  your  in- 
terest by  offering  sufficiently 
different  situations,  At  the  same 


time,  they  must  challenge  even 
the  best  players  so  winning  will 
not  be  routine. 

If  a  game  meets  the  twin 
requirements  of  variety  and  chal- 
lenge for  you,  by  all  means  buy 
it.  As  always,  I  recommend  that 
prospective  buyers  first  try 
games  at  a  local  store. 

Skramble! 

Gridder 

MICRODIGITAL 

Distributed  by: 

Tech!  Softieare 

P.O.  Box  1110 

Webster,  NY  14580 

(716)372-0647 

$14.95  each  on  cassette 

$19.95  each  on  disk  Qf 


Easy  Script:  Word  Processor 

For  The  64      sheiby  Neeiy 


Easy  Script,  from  Commodore, 
contains  all  of  the  standard  word 
processing  features:  the  ability 
to  relocate  or  duplicate  para- 
graphs, store  files  on  disk  or 
tape,  and  move  easily  around 
the  screen  using  the  cursor  con- 
trol keys.  You  can  also  jump  to 
the  top  or  bottom  of  the  screen 
or  your  text,  to  the  bottom  of  the 
file,  to  the  next  or  previous  word, 
or  to  any  line,  and  to  the  next 
screen.  In  addition,  you  can  pan 
in  any  direction. 

Easy  Script  allows  you  to 
directly  insert  text  while  the  rest 
of  your  document  wraps  around 
and  realigns  itself  automatically. 
Likewise,  you  can  delete  charac- 
ters, words,  lines,  and  para- 
graphs. You  can  also  erase  words, 
characters,  lines,  or  all  of  your 
file.  Erase  differs  from  Delete  in 
that  it  leaves  space  on  the  screen 


in  place  of  the  erased  text. 

Easy  Script  boasts  another 
useful  feature  that  is  found  in 
many,  but  not  all,  word  proces- 
sors. With  only  a  few  keystrokes, 
you  can  search  for  every  occur- 
rence of  a  word  or  phrase 
throughout  your  document  and 
replace  it  with  a  different  word 
or  phrase. 

It  can  also  search  through 
any  linked  files  on  the  disk. 
Linked  files  are  files  with  a  spe- 
cial marker  that  tells  the  com- 
puter to  connect  them  when  you 
view  or  print  them.  Since  any 
computer's  memory  limits  the 
number  of  pages  you  can  hold  in 
one  file,  you  may  have  to  divide 
your  school  paper  or  your  year- 
end  report  or  your  first  novel 
into  many  different  files  or  chap- 
ters. The  ability  to  link  those 
files  can  be  very  useful. 


Special  Features 

The  table  of  contents  in  the  man- 
ual is  eight  pages.  Contained 
within  are  a  very  large  number 
of  features.  The  major  ones  are: 

1.  decimal  tabs  that  automatically 
align  your  columns  of  numbers, 

2.  soft  hyphenation  which  lets 
the  computer  decide  whether  to 
hyphenate  a  word  or  not, 

3.  margin  release  which  lets  you 
temporarily  override  the  margin 
setting, 

4.  conditional  forced  page  which 
lets  the  computer  decide  if  the 
remaining  number  of  lines  is  too 
few  to  print  on  the  current  page, 

5.  automatic  page  numbering, 

6.  headings  and  footings,  and 

7.  tab  settings  that  are  easy  to  set, 
easy  to  use,  and  easy  to  view;  and 
can  also  be  saved  and  recalled. 

You  can  also  change  the 
color  combinations  of  the  screen, 
text,  and  border,  include  com- 
ment lines  in  your  text  that  will 
appear  on  the  screen  but  will  not 
be  printed,  and  easily  change 
uppercase  letters  to  lowercase 
and  vice  versa.  You  can  specify 
the  number  of  blank  lines  in 
the  text  without  the  space  ap- 
pearing on  the  screen.  (This 
saves  memory.) 

You  Get  What  You  See 

Easy  Script  offers  a  conve- 
nient feature  which  allows  you 
to  see  what  the  printed  docu- 
ment will  look  like.  While  the 
program  is  not  80-column  com- 
patible, it  Sets  you  scroll  horizon- 
tally up  to  240  columns  on  the 
screen.  In  the  special  View 
Mode,  what  you  see  is  what  you 
get.  If  you  specify  double  spac- 
ing, you'll  see  it,  and  if  you  want 
the  right  margin  justified,  you'll 


Unique  Software  For  The  COMMODORE64  Computer 


The  ULTIMATE  Thoroughbred  Handicapping  System 


After  you  enter  selected  portions  of  past  performance 
information  from  THE  DAILY  RACING  FORM*. 
MICRO'CAPPER  does  the  rest.  Dozens  ot  racing 
factors  are  evaluated,  including  cla33,  consistency, 
fitness,  distance,  surface,  post  position  and  running 
style.  Hundreds  of  calculations  are  condensed  into  a 
SINGLE  RATING  NUMBER  for  each  horse. 


MICRO'CAPPER  is  a  commercial  quality  menu-dnven  software  system  witfi  powerful 
full-screen  data  eitry  arid  editing  Us  error  (rapping  facilities  provide  friendly  and 
foolproof  operation,  even  Ijr  the  novice  computer  user  The  MICRO'CAPPER  package 
consisls  of  nine  programs  un  one  diskelle.  plus  a  user's  manual  II  is  available  in  Iwo 
versions  one  'or  use  w<lh  the  EASTERN  EDITION  of  THE  DAILY  RACING  FORM,  and 
one    for    use    mlh    the    WESTERN    EDITION 

Hardware   requirements    CQMMOOORE-64  with  one  disk  drive 


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Microcomputer  Software  U^r 

SU,      P.O.  BOX  290485  DAVIE,  FLORIDA  33329 


COMPU  TEl's  Gazette    J  u  n  e  1 984     65 


REVIEWS 


r 


see  that,  too,  along  with  centered 
headings. 

Many  word  processors  re- 
quire that  you  purchase  a  sepa- 
rate mailing  list  program  if  you 
wish  to  send  a  form  letter  lo 
many  different  people,  but  Easy 
Script  includes  a  mail-merge  pro- 
gram. You  type  a  list  of  names 
and  addresses,  create  your  form 
letter,  and  then  sit  back  while 
the  computer  merges  the  two 
and  prints  your  letters. 

If  you  have  a  need  for  stan- 
dardized forms,  Easy  Script  can 
accommodate  that,  too.  You  can 
save  several  standard  para- 
graphs as  separate  files  and  then 
insert  them  into  your  form  letters 
or  merge  them  all  to  create  one 
document. 

Very  Few 
Weaknesses 

As  with  everything  else,  East/ 
Script  isn't  perfect.  The  manual 
is  only  fair.  While  it  explains 
most  features  in  detail  and  in- 
cludes exercises  and  recaps  at 
every  step,  it  is  sometimes  diffi- 
cult to  understand,  even  for  an 
experienced  user.  The  only  part 
of  the  manual  that  is  really  well 
organized  is  the  Reference  Sec- 
tion. You  should  read  it  first. 

In  addition,  it  is  unfortunate 
that  Easy  Script  does  not  include 
a  Quick  Reference  Card.  You 
can  create  your  own,  but  many 
word  processing  programs  sup- 
ply them  and  they  are  quite 
useful.  Since  Easy  Script  is  not 
menu-driven  (another  draw- 
back), there  are  many  commands 
lo  remember. 

It  is  also  disturbing  to  see 
words  at  the  ends  of  lines  cut  in 
half  in  the  Edit  Mode.  Most  word 
processors  wrap  the  entire  word 
around  to  the  next  line  if  it  will 
not  fit.  Easy  Script  does  this  in 

66     COMPUTE!'*  Gnicllo    June  1 984 


the  View  Mode  only.  Unfortu- 
nately, the  View  Mode  does  not 
allow  all  the  cursor  movement 
and  editing  commands  found  in 
the  Edit  Mode.  Preferably,  these 
two  modes  should  be  combined. 
In  the  View  Mode,  you  never 
know  where  you  are,  there  is  no 
page  number  indicator  or  even 
line  or  column  indicator,  and 
you  have  to  learn  a  different  set 
of  cursor  movement  commands. 


In  spite  of  these  weaknesses, 
Easy  Script  still  rates  near  the  top 
of  the  list  of  word  processors  for 
the  Commodore  64.  It's  power- 
ful, professional,  and  easy  to 
use.  And  the  price  is  reasonable. 

Easy  Script 

Commotion'  Business  Machines,  Inc. 

1200  Wilson  Drive 

West  Chester,  PA  19380 

Disk  $49.95  W 


Worms?  For  The  64 


Gregg  Keizer,  Assistant  Book  Editor 


Worm  training?  The  idea  sounds 
ridiculous  at  first.  Images  of 
riding  and  roping  worms 
momentarily  cross  your  mind. 
No,  Worms?  isn't  really  a 
game  about  training  worms,  but 
that's  part  of  the  process.  Ele- 
ments of  connect- the-dots  are 
hidden  in  the  game,  but  Worms? 
isn't  a  children's  game,  nor  an 
arcade  game  that  moves  at  light- 
ning speed.  This  game  is  hard  lo 
pin  down,  for  it  fits  in  no  conve- 
nient category.  It's  not  "just  like 
PacMan"  or  "close  to  Defender." 
Worms?  is  different. 

Mathematical 
Worms 

David  Maynard,  game  designer 
and  programmer  of  Worms?, 
first  came  up  with  the  idea  after 
reading  a  Martin  Cardner  col- 
umn in  Scientific  American.  The 
column  discussed  the  patterns 
of  idealized  mathematical  worms 
and  it  gave  Maynard  ideas.  The 
result  is  Worms? 

A  one-  to  four- player  game, 
Worms?  moves  slowly  at  first, 
picking  up  momentum  as  each 
worm  becomes  better  trained. 
The  colors,  graphics,  and  sounds 


are  up  to  the  usual  high  stand- 
ards of  Electronic  Arts.  But  all 
this  is  secondary  to  the  delight 
you  find  in  just  experiencing  the 
game. 

You're  On  Your  Own 

When  you  open  the  game  pack- 
age, you  see  a  disk,  a  four-page 
instruction  booklet,  and  a  warn- 
ing not  to  read  the  directions. 
That  advice  is  well-taken. 

After  a  rather  long  delay  in 
waiting  for  the  game  to  load,  the 
screen  shows  the  playing  field, 
worm  selections,  and  instruc- 
tions on  how  to  change  the  worm 
types.  You  have  four  worms  and 
five  worm  types  to  choose  from. 
Press  the  f5  key  to  select  one  of 
the  four  worms,  the  f3  key  to 
change  the  worm  type. 

The  four  worms  are  color- 
coded  as  green,  red,  blue,  and 
purple.  The  worm  types  are: 

•  NEW.  This  is  the  worm  type 
you'll  normally  select  when  you 
play.  It's  untrained,  and  you're 
the  trainer. 

•  AUTO.  Similar  to  the  NEW 
worm,  this  one  is  trained  by  the 
computer  to  make  intelligent 
moves. 


•  WILD.  Another  computer- 
trained  worm,  it's  programmed 
randomly  before  the  game  be- 
gins. Not  as  smart  as  the  AUTO 
worm,  it's  easier  to  beat. 

•  SAME.  The  worm  that  played 
this  color  during  the  last  game  is 
used  again.  It's  already  trained. 

• .  The  worm  is  dormant  and 

doesn't  play.  Use  this  worm 
type  to  play  with  less  than  four 
players  when  you  don't  want 
the  computer  interfering. 

The  playing  field,  before 
you  begin  the  game,  is  a  screen- 
ful of  dots.  Each  dot  lies  in  the 
middle  of  its  own  territory, 
which  extends  to  the  six  do'ts 
surrounding  it. 

Figure  1 .  Territories 


S\ 


-»•• 


The  object  of  the  game  is  to  cap- 
ture as  many  territories  as  pos- 
sible by  drawing  worm  trails  from 
dot  to  dot.  You  capture  a  territory 
and  receive  one  point  when  you 
draw  the  last  trail  in  the  territory. 
To  win,  accumulate  more  points 
than  anyone  else.  It  sounds  ter- 
ribly simple  when  you  first  read 
it,  but  it's  not  as  easy  as  it  sounds. 
Your  worm  may  draw  five  of  the 
six  possible  lines  to  a  dot,  and 
then  another  player's  worm  may 
come  along  and  claim  the  terri- 
tory. Or  vour  worm  may  be  lay- 
ing trails  in  a  perfect  pattern, 
only  to  rim  into  another  worm. 

Worm  Trainer 

As  you  play,  train  your  worm  to 
make  specific  moves  in  specific 
situations.  It  leaves  a  trail  of  light 
behind  as  it  moves,  drawing  the 


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INTEGRATOR  CONSOLE         __ 


149 


THE  C-64  IS  LITERALLY  TRANSFORMED!! 
YOU  INSERT  THE  ENTIRE  KEYBOARD  INTO  THE  LARGER,  MORE  SUBSTANTIAL  HOUSING, 
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HANDSOME  COMBO.  „  „      , 

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No  Lookin'  Around 


We  know.  You've  been  looking 
everywhere  for  64  software,  INSTA's 
interactive  line  of  software  is  just  a 
phone  call  away. 


COMPUTE!'*  Goalie    June  1964     67 


REVIEWS 


lines  from  dot  to  dot.  If  you  create 
a  pattern  that  quickly  draws 
lint's  and  claims  territories,  you 
get  points  fast.  If  your  worm's 
pattern  is  inefficient,  it  doesn't 
claim  territories  as  quicklv,  and 
the  other  player's  worms  may 
capitalize  on  your  work. 

The  space  bar  lets  you 
choose  the  direction  your  worm 
moves  in.  Sometimes  the  direc- 
tions are  restricted  because  paths 
have  already  been  filled  in  by 
your  worm  or  other  worms. 
When  you're  satisfied  with  the 
new  direction,  press  any  key  to 
set  the  worm  in  motion  and  lay 
its  trail. 

The  worm  moves  automati- 
cally once  it  recognizes  a  pattern 
in  your  training.  It  continues  to 
move  until  it  runs  into  an  un- 
known situation.  The  worm  then 
flashes  and  you  are  able  to  give 
it  a  new  command.  This  process 
continues  throughout  the  game. 
As  you  give  more  commands  to 
the  worm,  you  train  it.  It  re- 
members all  your  previous  di- 
rections and  moves  in  that  way 
as  long  as  it  recognizes  the  pat- 
tern. Training  is  a  cumulative 
process.  Eventuallv,  your  worm 
recognizes  every  situation,  and 
you  don't  have  to  do  anything 
but  watch  it  move  around  [he 
screen. 

There  are  dangers  to  your 
worm,  however.  If  two  or  more 
worms  try  to  move  to  the  same 
dot  at  the  same  time,  they  collide 
and  die.  You  hear  a  nasty  sound 
and  see  a  small  flash  as  your 
worm  expires.  Your  worm  dies 
if  it  cannot  move  from  its  present 
dot  as  well.  This  usually  happens 
only  near  the  end  of  the  game 
when  the  screen  is  filled  with 
trails  and  your  worm's  trapped. 


Patterns  And  More 
Patterns 

Creating  a  good  pattern  is  one  of 
the  kevs  to  the  game.  You'll  find 
yourself  training  your  worm  to 
make  all  kinds  of  patterns,  from 
girderlike  constructions  to  zig- 
zags to  complex  hexagon  clus- 
ters. Many  times,  you'd  like  to 
duplicate  a  pattern  you  used  in  a 
previous  game,  but  you  can't 
because  another  worm  is  in  the 
way.  Each  game  is  different  from 
the  last.  You  have  to  adapt  In 
the  situation. 

It  can  be  frustrating,  espe- 
cially when  other  players  inter- 
fere with  your  worm's  training, 
but  that's  part  of  the  joy  of 
Worms?.  It's  not  all  skill,  how- 
ever. Luck  plays  a  part  in  the 
game.  Imagining  what  your 
worm  will  do  is  almost  impos- 
sible at  times.  Sometimes  the 
only  thing  you  can  do  is  train 
your  worm  and  see  how  it  all 
works  out.  If  you're  lucky  and 
the  other  player's  worms  happen 
to  create  patterns  that  yours  can 
exploit,  so  much  the  better. 

It's  difficult  to  visualize  how 
a  worm  is  trained,  and  how  pal- 
terns  are  created  by  just  reading 
about  it.  Seeing  is  everything 
here. 

You're  starting  to  train  your 
worm,  and  want  to  create  a  pat- 
tern. I  low  do  you  do  it? 

Figure  2.  First  Move 


.^. 


to  choose  from.  You  decide  to 
move  it  southeast  and  press  the 
space  bar  until  that  direction  is 
indicated.  The  worm  moves  to 
the  dot  below  and  to  the  right. 
Now  it  wants  another  command, 
for  it  doesn't  recognize  the  pat- 
tern of  a  trail  leading  from  the 
northwest. 

Figure  3.  Second  Move 


¥ 


You  tell  the  worm  to  move 
northeast.  Anytime  your  worm 
sees  the  pattern  of  a  trail  to  the 
southeast,  with  five  directions 
open,  it  will  now  move  up  and 
to  the  right — nil  the  time. 

Figure  4.  Third  Move 

•     •    •     •    • 


Your  worm  has  six  directions 


Now  your  worm  moves  west, 
closing  in  the  triangle.  You  still 
haven't  earned  any  points,  how- 
ever, since  there  is  no  dot  with 
all  six  trails  drawn  to  it.  From 
now  on,  when  your  worm  starts 
out  on  a  dot  which  has  one  trail 
to  the  southwest  (created  in  the 
second  move),  it  will  want  to 
move  to  the  west. 

Your  pattern  is  just  begin- 
ning. As  you  continue  to  train 
your  worm,  the  pattern  will 
emerge.  If  you've  trained  your 
worm  well,  it  will  con  tin  Lie  the 


68     COMPUTEI's  Gazelle    June!  98-1 


same  pattern,  over  and  over, 
until  it  either  fills  the  screen  or 
cannot  move  further,  in  which 
case  it  dies.  Of  course,  playing 
with  only  one  worm  on  the 
screen  is  considerably  different 
than  when  there  are  four  com- 
plex patterns  developing  from 
four  worms. 

Other  Options 

There  are  several  interesting 
options  also  included  in  Worms?. 
You  can  freeze  the  game's  action 
at  any  time,  turn  off  the  grid's 
dots,  flash  claimed  territories 
throughout  the  game,  and  even 
save  and  load  previously  trained 
worms.  Changing  saved  worms 
is  also  easy  to  do.  These  options 
are  useful  if  you  want  to  analyze 
a  particular  worm's  pattern  to 
see  how  to  improve  it,  or  to  stop 
in  the  middle  of  a  game  and  re- 
sume it  later. 

Unique  And 
Interesting 

Worms?  is  one  of  the  most  fas- 
cinating games  I've  played  in  a 
long  time.  It's  so  different  from 
anything  else  that  it  quickly  capti- 
vated me.  Worms?  tournaments 
became  popular  among  the  staff 
of  COMPUTE!.  We  soon  had  our 
favorite  patterns  and  worms, 
from  girders  to  vast  encircling 
patterns  that  became  apparent 
only  after  half  the  screen  was 
filled. 

The  game  is  hard  to  master. 
It's  easy  to  play,  but  seems  almost 
impossible  to  play  well  time  alter 
time.  There  are  just  too  many 
factors  over  which  you  have  no 
control  such  as  the  other  player's 
worms  and  peculiar  patterns  you 
may  have  inadvertently  created. 
You  can't  really  become  an  expert 


w 


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REVIEWS 


Train  your  worms  well  and  you  will 
capture  more  territory. 

at  this  game  in  the  same  sense  as 
you  can  with  arcade  games  like 
PacMan  or  Robotron,  where  you 
practice  the  same  system  of  move- 
ment and  lire  over  and  over. 
That's  not  to  say  this  detracts 
from  Worms?.  Instead,  I  think  it's 
one  of  the  reasons  we  play  the 
game  so  frequently.  A  novice  can 
play  and  have  an  excellent  chance 
of  winning,  even  with  only  the 
briefest  explanation  of  how  the 
game  works.  Each  game  is  differ- 
ent from  the  last,  so  even  the  most 
experienced  players  enjoy  playing 
game  after  game. 

Worms?  is  as  much  fun  to 
watch  as  it  is  to  play,  and  when 
your  worm  dies,  you  may  stay  in 
front  of  the  screen  just  to  see  how 
it  all  turns  out.  At  game's  end, 
when  the  different  patterns  are 
revealed,  along  with  the  point 
totals,  there  will  be  oohs  and  ahs 
at  the  geometric  precision  or  ran- 
dom inefficiencies  of  each  worm. 

Worms?  is  a  strange  game  in 
a  lot  of  ways.  Even  though  it 
consists  of  lines  and  dots,  you 
can  be  easily  drawn  into  the 
game's  world.  Some  arcade 
games  do  this  with  cute  charac- 
ters and  elaborate  animation. 
Neither  of  these  is  used  in 
Worms?.  Yet  you  do  fall  into  the 
worm's  mentality  quickly,  think- 
ing about  how  to  train  your 
worm  faster,  or  in  better  pat- 

70     COMPUTEFs  Gazette    June  198'! 


terns.  Sometimes  the  planning, 
such  as  it  is,  pays  off;  other  times 
it  doesn't  because  another 
player's  worm  interferes  or 
crashes  into  yours. 

Don't  read  the  directions 
that  come  with  the  game.  You 
probably  won't  understand  them 
anyway.  It's  not  a  matter  of  clar- 
ity, but  one  of  visualization. 
Worms?  is  almost  impossible  to 
imagine  without  seeing  it  on  the 


screen  and  experiencing  the 
game.  Even  when  you've  played 
the  game  for  a  time,  reading  the 
directions  doesn't  seem  to  help. 
There  are  just  too  many  pos- 
sibilities to  explore.  But  you'll 
have  fun  trying. 

Worms? 
Electronic  Arts 

2755  Campus  Drive 
San  Mateo,  CA  94403 

$40  m 


IFR  (Flight  Simulator)  For 
The  VIC-20 


David  Florence,  Programming  Assistant 


You  are  on  the  runway  ready  for 
takeoff.  Throttle  full,  you  begin 
to  accelerate.  Airspeed  is  rising — 
20,  30,  45,  53.  You  pull  back  on 
the  stick  and  begin  your  ascent. 
You  retract  your  landing  gear. 
Heading  000- north,  you  are  on 
your  way.  Now  you  are  Charles 
Lindberg  or  Amelia  Earhart. 

You  have  entered  the  world 
of  flight — a  domain  of  mountain 
ranges,  high  and  low  altitude 
forests,  canyon  passes,  and  thin 
landing  strips. 

Academy  Software's  IFR 
(Flight  Simulator),  written  by  Ron 
Wanttaja,  joins  a  long  list  of  other 
flight  simulators  for  various 
computers.  But,  it  stands  apart 
in  several  ways. 

First,  it  is  written  for  the 
VIC-20.  (A  Commodore  64  ver- 
sion is  also  available.)  Second,  the 
instrument  panel  displays  read- 
ings in  digital  form.  This  makes 
it  easier  to  understand  the  status 
of  your  flight.  Third,  you  can 
choose  from  ten  levels  of  skill 
and  turbulence.  This  adds  to  the 
challenge  and  enjoyment  of  test 
flights. 


Getting  Airborne 

When  you  begin,  you  are 
prompted  for  a  choice  of  skill 
level  and  air  turbulence  factor.  It 
may  be  wise  to  set  these  at  zero 
until  you  earn  your  wings. 

The  program  contains  a  use- 
ful editor  with  which  you  can  set 
your  flight  conditions.  When  you 
are  prompted  to  press  T  for  take- 
off, you  can  press  E  instead,  for 
the  editor.  Should  you  choose 
this,  you  can  customize  the  flight 
conditions  of  altitude,  north 
and  west  coordinates,  airspeed, 
throttle,  fuel,  and  heading. 

Use  the  map  to  determine 
where  you  would  like  to  be,  and 
remember  to  set  your  airspeed 
above  the  stall  speed  or  your 
flight  will  be  a  short  one.  The 
editor  is  more  useful  as  you  learn 
to  control  the  aircraft. 

To  take  your  first  flight,  you 
need  to  increase  throttle,  {labeled 
T  on  the  lower  left  of  the  screen) 
to  full  by  pressing  the  fl  key 
until  the  indicator  is  fully  lit. 
When  your  airspeed  reaches 
about  50,  gently  pull  back  on  the 
joystick  to  start  your  climb. 


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REVIEWS 


When  your  altitude  is  above  80, 
you  can  pull  up  your  landing 
gear  by  pressing  G, 

As  the  airspeed  reaches 
about  105,  pull  back  on  the  joy- 
stick a  little  more  to  level  your 
speed.  Your  altitude  starts  to 
increase  at  a  faster  rate,  and  your 
north  coordinates  are  increasing 
rapidly  while  your  west  coordi- 
nates are  relatively  stable. 

Begin  a  turn  to  the  west, 
heading  270  (the  compass  is  in 
the  top  center  of  the  display),  by 
moving  the  joystick  to  the  left. 
Make  the  turn  before  your  north 
coordinates  reach  75,  or  you  will 
crash  into  a  mountain  cliff  (un- 
less your  altitude  is  above  600 
feet).  When  you  make  your  turn, 
the  artificial  horizon  (middle 
center  of  the  display)  and  your 
turn  and  bank  coordinator  (mid- 
dle left  of  the  display)  reflect 
your  turn  to  the  west. 

Don't  turn  too  sharply.  As 
your  heading  reaches  270,  level 
off  your  turn  by  easing  the  joy- 
stick back  to  the  right  and  getting 
even  with  the  horizon.  You  have 
now  made  it  into  the  sky  with 
success. 

An  excellent  feature  of  the 
program  is  the  sound,  the  roar 
of  your  engine.  If  you  are  not  yet 
an  ace  you  hear  other  sounds 
like  the  screeching  of  a  landing 
with  gear  up,  and  the  fearful 
crash.  These  sounds  do  a  good 
job  of  enhancing  the  realism  of 
the  simulation. 

Using  The  Map 

Included  with  the  software  is  a 
map,  which  is  based  on  two  co- 
ordinates, north  and  west.  Both 
start  at  0  and  end  at  250,  To  get 
your  position,  check  the  INS 
(Inertial  Navigation  System) 
readout  at  the  bottom  of  the  dis- 

17    COMPUTEI's  Gazette    June  1984 


Flying  through  the  mountain  pas 
IFR  Flight  Simulator. 


in 


play  panel.  Trace  up  the  map's 
vertical  axis  until  you  reach  the 
north  value,  then  trace  horizon- 
tally until  you  reach  your  west 
value.  Where  the  two  meet  is 
your  location  on  the  map.  Each 
unit  on  the  INS  readout  is  the 
equivalent  of  one-tenth  of  a 
mile. 

There  are  four  airports,  only 
two  of  which  have  fuel  and  re- 
pair. There  are  different  altitudes 
and  terrains,  a  mountain  range 
and  forests,  as  well  as  high  and 
low  passes  through  the  moun- 
tains. The  aircraft  flies  at  any 
heading  between  000  and  359. 
Compass  headings  are  000- 
north,  090-east,  180-south,  and 
270-west. 

Precision  Landings 

Airports  1  and  2  have  installed 
the  ILS  (Instrument  Landing 
System)  for  precision  landings. 
As  you  approach  these  airports, 
you  see  on  the  ILS  instrument 
(center  of  display)  two  bars,  one 
horizontal  and  one  vertical.  The 
horizontal  bar  is  the glidescope.  It 
shows  the  vertical  position  of 
the  aircraft  in  relation  to  the  run- 
way. Fly  towards  the  glidescope 
to  make  precision  landings. 
The  vertical  bar  is  the 


localizer.  It  shows  the  position  of 
the  aircraft  relative  to  the  center 
of  the  runway.  There  are  front 
course  and  back  course  local- 
izers. Fly  towards  the  bar  on  the 
front  course  and  away  from  the 
bar  on  the  back  course.  Below  the 
ILS  instrument  there  are  three 
indicators  labeled  O,  M,  and  I, 
for  outer,  middle,  and  inner 
markers.  They  light  at  miles  3,  2, 
and  1  from  the  airports,  respec- 
tively. These  enable  you  to  make 
very  precise  landings. 

Helpful  Hints 

There  are  some  things,  not  im- 
mediately apparent,  that  will 
help  you  make  successful  flights. 

When  taking  off,  be  sure  to 
keep  your  airspeed  above  the 
stall  speed.  Stall  speed  with  flaps 
up  is  about  56  mph.  If  you  hear 
a  tone  shortly  after  takeoff,  it 
means  that  you  are  going  up  too 
fast  for  your  airspeed,  so  bring 
the  nose  down  a  bit  by  pushing 
forward  on  the  joystick. 

Your  landing  gear  is  deli- 
cately balanced  so  it  may  not 
function  normally  if  you  are 
rapidly  losing  airspeed  or  al- 
titude. Be  sure  to  get  the  gear  up 
and  down  while  your  indicators 
are  relatively  constant.  A  good 
time  for  gear  up  is  just  after  leav- 
ing the  ground,  and  a  good  time 
for  gear  down  is  just  after  making 
your  turn  towards  the  runway. 

Flv  the  aircraft  so  that  one 
of  your  coordinates  is  constant. 
This  is  difficult  to  do.  You'll  find 
that  "crabbing,"  or  flying  a  little 
to  the  left  or  right  of  your  desired 
heading,  helps  immeasurably. 

When  flying  at  high  al- 
titudes, be  sure  to  remember 
that  a  lot  of  fuel  was  burned  to 
get  that  high.  You  may  make  it 
to  the  desired  altitude,  but  you 


could  run  out  of  fuel  before  you 
are  able  to  get  back  down. 

On  the  other  hand,  the  air- 
craft needs  limited  fuel  to  make 
a  descent,  so  if  you  have  used  a 
lot  getting  up,  cut  back  the 
throttle  to  0  or  "dead  stick"  for 
your  descent. 

Should  you  run  out  of  fuel, 
remember  that  it  is  still  possible 
to  land  the  aircraft.  Also,  if  you 
are  low  on  fuel,  you  may  find  it 
preferable  to  make  a  safe  landing 
somewhere  in  the  fields  rather 
than  waste  what  little  fuel  you 
have  trying  in  vain  to  reach  an 
airport.  Fueled  landings  are 
more  easily  made  than  dead 
stick  landings. 

Land  from  the  east  and  make 
a  swift  turn  to  the  south  after 
takeoff  at  Airport  4. 

Use  the  nosewheel  steering 
to  get  back  on  the  runways 
should  you  run  off.  You  won't 
need  very  much  speed  to  taxi,  so 
keep  it  slow,  around  6  or  7  mph. 

Your  brakes  work  better  if 
your  throttle  is  at  0. 

IFR  (Flight  Simulator)  has  a 
quality  of  realism  which  sets  it 
apart  from  others  of  its  kind, 
even  those  I  have  tested  at  a 
flight  school.  The  controls  in  this 
program  respond  very  much  like 
actual  aircraft  controls.  They  arc 
not  overly  sensitive,  but  give 
you  what  you  ask  for,  even  if  it 
is  flying  right  into  a  cliff. 

This  program  does  not  serve 
as  a  substitute  for  real  training, 
but  it  does  familiarize  you  with 
some  basic  flight  terminology  and 
theory,  and  it's  tremendous  fun. 

IFR  (Flight  Simulator) 

Academy  Software 

P.O.  Box 6277 

San  Rafael,  CA  94303 

VlC-20  cartridge  $39.95 

Commodore  64  tape  or  disk  $29. 95     © 


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COMPUTING 

or  families 


New  Standards 
In  Home  Learning 


Part  2 


Fred  D'lgnazio,  Associate  Editor 


Now  that  computers  are  going  into  the  schools  in 
record  numbers,  we  are  finally  realizing  that  we 
have  gone  about  things  all  wrong. 

Before  computers  arrived  in  the  schools,  we 
should  have  laid  some  groundwork. 

Parents  need  to  be  briefed.  Teachers  need  to 
be  trained.  Schools  need  some  way  to  purchase 
software,  course  materials,  books,  and  magazines. 
Teachers  need  some  guidelines  for  purchasing 
new  computers,  new  software,  new  computer 
equipment  and  materials.  Standards  and  proce- 
dures for  product  review  and  evaluation  need  to 
be  agreed  on. 

Children  need  to  be  consulted. 

Parent  Training 

The  situation  at  home  is  even  worse. 

Computers  are  popping  up  by  the  millions  at 
home.  Parents  who  don't  know  anything  about 
computers  are  running  out  and  buying  software, 
materials,  and  equipment  based  on  dealer  recom- 
mendations, the  pictures  on  the  software  pack- 
ages, and  occasional  reviews  and  recommenda- 
tions they  see  in  magazines  and  on  television. 

I  think  most  parents  are  anxious  and  bewil- 
dered about  computers.  But  they  are  also  incredi- 
bly curious  about  what  can  be  done.  "How  can 
my  kids  use  this  computer?"  they  are  asking. 
"How  can  my  kids  use  this  computer  to  be  happy 
and  successful?"  "What  can  my  kids  learn  on  this 
computer?"  "How  can  my  kids  learn?"  "How  can 
this  computer  help  my  kids  at  home?"  "How  can 
it  help  them  in  their  schoolwork,  and  prepare 
them  for  growing  up?" 

74     COMPUTEIS  Gazctta    Jjfiel984 


In  school,  people  are  finally  realizing  that 
teachers  need  in-service  training  in  order  to  inte- 
grate computers  fully  into  the  schools. 

And  if  teachers  are  getting  training,  why  not 
parents? 

Courses  should  be  set  up  for  parents  to  attend. 
The  courses  should  be  jointly  created  by  teachers, 
computer  vendors,  parents,  and  children.  The 
courses  should  concentrate  on  training  parents  on 
how  to  use  computers  as  home-learning  tools. 

Learning  at  home  should  be  emphasized.  Par- 
ents should  not  be  taught  to  copy  what  teachers 
are  doing  at  school.  The  situation  is  different  at 
home.  Parents  should  be  given  the  information 
and  skills  they  need  to  cope  with  the  problems 
they  face  at  home. 

A  parent-training  curriculum  might  include 
the  following  areas: 

•  Which  computers  best  lend  themselves  to 
home  learning? 

•  What  are  the  best  home-learning  programs? 

•  Which  new  kinds  of  computer  equipment 
can  help  home  learning — like  touch  pads, 
light  pens,  speech  synthesizers,  and  key- 
board overlays? 

•  What  materials  should  come  with  software 
to  help  guide  parents  and  to  supplement 
computer  learning? 

•  What  are  some  basic  guidelines  to  help 
parents  evaluate  home-learning  software 
and  materials? 


>V'-3 


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•  Which  publications,  catalogs,  etc.,  bring 
the  best  new  equipment,  software,  and 
materials  to  parents'  attention? 

•  What  techniques  should  parents  use  to 
actually  shop  for  and  purchase  home-learning 
materials? 

•  What  are  the  best  local  stores — in  terms 
of  service,  hand  holding,  training,  and 
dealer  support?  What  are  the  stores  with 
the  nicest,  gentlest  salespeople — people 
who  like  and  understand  children  and  who 
know  how  to  talk  in  English? 

•  How  can  parents  set  up  "user  groups"  of 
fellow  parents  who  are  interested  in  teach- 
ing preschoolers,  elementary-age  children, 
or  secondary-age  children,  or  handicapped 
or  learning-disabled  children,  or  children 
who  need  help  in  science,  social  studies, 
language  arts,  math,  reading,  or  writing,  or 
kids  who  are  talented  or  gifted? 

Learning  By  Surprise 

Thanks  to  the  computer,  learning  at  home  will 
soon  be  as  important  as  learning  at  school.  But  it 
can't  replace  school.  Nor  should  it  try. 

Computer  learning  at  home  should  reinforce, 
complement,  and  supplement  classroom-based 
education.  Parents  and  teachers  should  work 
closely  together  to  make  sure  that  the  mix  of  home 
and  school  learning  is  the  most  efficient  mix  pos- 
sible and  in  the  best  interest  of  their  children. 
Coordination  is  crucial. 

The  debate  on  home  learning  using  com- 
puters has  just  begun.  Most  of  the  important  sub- 
jects haven't  even  been  covered — or  discovered. 

Education  at  school  can  receive  important, 
surprising  boosts  from  home  computers.  For  ex- 
ample, let's  say  a  child  is  having  trouble  with  social 
studies  at  school.  The  child  has  the  aptitude  for 
the  subject  but  is  utterly  bored  by  the  material. 
Boredom  and  lack  of  interest  are  reflected  in  the 
child's  grades  and  behavior  in  the  classroom. 

The  parents  could  strap  the  child  to  a  desk 
every  night  and  require  doing  extra  lessons  and 
more  time  studying  the  boring  textbook.  Or 
they  could  purchase  some  of  the  new  "social 
studies  simulations"  software.  The  software  might 
turn  the  child  into  a  cartographer  to  map  out  a 
newly  discovered  continent,  or  a  population 
planner,  or  an  advisor  to  President  Lincoln  during 
the  Civil  War. 

The  most  important  thing  the  software  could 
do  for  the  child  is  bring  the  subject  to  life.  It  could 
awaken  the  child's  interest  and  bring  an  excite- 
ment to  the  subject  which  could  transform  the 
child's  whole  attitude  and  performance  in  the 
classroom. 

76     COMPUTE!'*  Gazette    June  1934 


Sharing  Your  Experiences 

In  upcoming  columns  I  hope  to  explore  some  of 
the  new  dimensions  of  computer  learning  that 
take  us  by  surprise. 

Also,  I'd  like  to  hear  from  you.  If  you  or  your 
children  have  learned  from  the  computer  in  some 
novel,  unexpected  way,  please  share  your  experi- 
ence with  me.  Write: 

Fred  D'lgnazio 

2117  Carter  Road,  SW 

Roanoke,  VA  24015 

To  demonstrate  that  there  are  new,  un- 
explored dimensions  of  computer  learning,  I  am 
gathering  stories  and  experiences  for  future  pub- 
lication in  my  various  columns.  I  would  love  to 
hear  from  you! 

Learning  As  Entertainment 

Before  you  write  me,  I'd  like  you  to  think  about 
something  else,  too.  Then  maybe  you'll  share 
your  thoughts  with  me. 

I  think  that  computer  learning  at  home  may 
soon  cease  to  be  called  "learning."  Instead,  we 
might  end  up  putting  it  under  the  category  of 
entertainment. 

Think  about  it.  The  words  education  and  learn- 
ing, for  many  adults  and  children,  have  a  negative 
connotation.  For  them,  the  experience  of  learning 
is  associated  with  pain,  embarrassment,  tedium, 
and  boredom. 

Computer  learning  often  isn't  any  different. 
But  it  can  be. 

Computer  learning  can  be  made  so  pleasur- 
able, so  joyous,  and  so  rewarding  that  it  may  slip 
unnoticed  into  the  category  of  "entertainment." 
It  may  become  a  new  form  of  entertainment  that 
feels  good  to  a  person  at  the  same  time  it  benefits 
and  changes  him  or  her  in  a  substantial  way. 

If  home-learning  programs  are  designed  with 
enough  imagination,  subtlety,  and  respect  for 
people,  they  may  soon  become  more  popular 
than  videogames  were  in  their  heyday.  Families 
will  gather  around  the  computer,  like  an  "elec- 
tronic hearth."  Instead  of  watching  TV,  they  will 
spend  many  active,  enjoyable  hours  together  every 
evening  learning  new  things  on  their  computer. 

And  they  won't  think  of  it  as  work,  learning,  or 
education.  They  will  think  of  it  as  entertainment. 

Learning  As  Expression 

In  one  of  my  recent  columns  ("The  New  King  Of 
The  Mountain"  in  the  February  GAZETTE)  I  showed 
examples  of  how  computers  can  boost  a  person's 
abilities  in  art.  The  person  in  my  article  was  my 
four-year-old  son  Eric,  and  I  wrote  about  the  amaz- 
ing things  he  was  able  to  do  using  the  KoalaPainter 
art  program  and  the  KoalaPad  touch  tablet, 

Computers  can  open  new  doors  into  areas  of 


self-expression  we  never  knew  existed. 

New  programs  like  Music  Construction  Set,  Micro 
Illustrator,  MusiCalc,  Delta  Music,  Fun  Writer,  and 
Word  Vision,  allow  us  to  express  ourselves  in  colors, 
shapes,  and  designs,  in  words,  and  in  music. 

And  we  can  start  creating  the  moment  we  sit 
down  at  the  computer! 

Gone  are  the  hours  of  manual-reading  just  to 
learn  how  to  use  the  computer.  Gone  are  the  ad- 
ditional hours  needed  to  master  the  technical 
complexities  of  drawing,  sight-reading  musical 
scores,  composing,  or  typing  on  a  standard  type- 
writer. 

With  the  right  software,  the  computer  can  act 
as  a  Lxioster  and  an  amplifier  for  our  skills  and 
can  enable  us  to  directly  tap  our  imagination  and 
produce  new  creations  in  various  media. 

Most  of  us,  by  the  time  w<e  become  adults, 
walk  around  with  a  little  "editor"  inside  our  heads. 
Whenever  we  do  anything  thi?  editor  reminds  us 
that  we  are  either  good  or  bad  at  that  thing.  It 
tells  us  whether  we  are  knowledgeable  or  ignor- 
ant, skilled  or  unskilled.  It  assesses  our  past  efforts 
and  predicts  whether  our  performance  will  be 
graceful  or  awkward,  and  whether  the  results 
will  be  elegant  or  ugly. 

We  pay  close  attention  to  our  editor.  Listening 
to  the  editor  keeps  us  from  making  fools  of  our- 
selves in  new  situations.  For  example,  by  the  time 
we  arc  adults,  if  we  haven't  become  accomplished 
musicians,  writers,  or  artists,  we  shy  away  from 
these  areas.  We  do  not  casually  sit  down  with 
guitars,  typewriters,  or  paintbrushes.  We  know 
how  bad  we'd  look,  and  the  kind  of  trash  we'd 
produce.  We  know  because  our  editor  tells  us. 

But  now  we  have  a  way  of  disabling  that  editor 
and,  simultaneously,  of  being  able  to  produce 
works  of  art  that  are  beautiful  and  personal!}/  satis- 
fying. We  can  do  all  this  by  using  new  kinds  of 
computer  tools. 

Just  The  Beginning 

But  expressing  ourselves  is  just  the  beginning. 
These  programs  should  also  act  as  a  stimulus  to 
get  people  learning  more  about  the  discipline  of 
music,  the  discipline  of  art,  and  the  discipline  of 
writing. 

New  programs  should  pick  up  where  these 
programs  leave  off.  They  should  be  more  than 
"builder  kits"  and  "construction  sets."  They 
should  challenge  us  to  a  higher  level  of  achieve- 
ment in  each  of  these  disciplines,  while  rewarding 
us  with  beautiful  creations  along  the  way. 

And  why  do  we  have  to  have  construction 
sets  for  the  arts? 

Why  don't  we  see  mathematics  construction 
sets,  physics  construction  sets,  chemistry  con- 
struction sets,  and  biology  construction  sets? 

How  would  you  like  to  build  a  budding  rose, 


design  a  working  star,  or  construct  an  erupting 
volcano?  How  would  you  like  to  create  a  ivorking 
model  of  the  human  heart?  Or  construct  a  gene,  a 
DNA  molecule,  a  bacterium,  or  a  one-celled 
amoeba  then  bring  it  to  life? 

The  delight  and  thrill  you'd  feel  wouldn't 
come  just  from  the  intellectual  experience  of  build- 
ing a  computer  model  of  a  heart,  an  amoeba,  or  a 
volcano.  It  would  come  from  creating  a  beautiful, 
emotionally  satisfying  work  of  art — like  creating  a 
pretty  picture  or  a  moving  piece  of  music. 

The  computer's  greatest  value  as  a  learning 
tool  comes  when  it  mixes  process  and  product, 
when  it  blends  the  technical  and  scientific  with 
the  artistic,  and  when  it  frees  us  of  inhibitions 
and  taps  our  imagination,  yet  still  challenges  us 
to  acquire  more  skill  and  do  better. 

Learning  by  surprise,  learning  through  en- 
tertainment, and  learning  by  expression  are  some 
of  the  ways  computers  can  help  people  learn. 
They  are  ingredients  for  profound  and  permanent 
learning.  These  ingredients  and  many  more,  as 
yet  undiscovered,  should  be  present  when  we 
use  computers  to  learn  at  home.  They  should  be 
included  in  new  standards  for  computer-based 
home  learning. 

My  thanks  to  the  many  industry  watchers 
who,  through  discussions  during  the  recent  Con- 
sumer Electronics  Show,  helped  contribute  to  the 
ideas  in  this  article.  6S 


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Therapy 


Steven  Rubio 

It'll  never  replace  Freud,  but  "Therapy"  may 
just  cure  your  blues.  For  the  expanded  VIC-20 
and  Commodore  64. 


"Eliza,"  the  computer  psychotherapist,  is  prob- 
ably the  most  famous  of  all  programs  dealing  with 
artificial  intelligence.  Written  in  LISP  bv  Joseph 
Weizenbaum  in  1966,  Eliza  has  run  on  computers 
of  all  sizes  and  types,  including  home  computers 
programmed  in  BASIC,  in  the  ensuing  years. 

There  is  something  fascinating  about  carrying 
on  a  seemingly  reasonable  conversation  with  a 
machine.  I  still  remember  the  thrill  when  I  first 
learned  my  VIC  could  ask  me  a  question  {what  is 
your  name?)  and  remember  the  answer.  This  thrill 
is  what  prompted  me  to  write  "Therapy." 

A  Smarter  Therapist 

Why  another  version  of  Eliza?  Mainly  because 
when  written  in  BASIC,  Eliza  is  extremelv  slow, 
taking  as  much  as  ten  seconds  to  respond  to  your 
comments.  It  seemed  to  me  that  for  a  therapist, 

78     COMPUTE!'s  Gazette    June  1 984 


Eliza  was  a  bit  stand-offish;  and  rather  dumb, 
besides. 

The  problem  in  BASIC  is  that  Eliza  tries  for 
too  much.  Searches  of  fifty  keywords  and  a 
hundred  responses  slow  Eliza  down;  and  in  its 
attempt  to  give  meaningful  comments  to  all  the 
user's  statements,  it  consumes  a  lot  of  time  for 
only  occasional,  if  spectacular,  success.  The  off- 
the-wall  pronouncements  of  Eliza  often  elicit 
laughter  and  vexation. 

This  is  all  right,  since  Weizenbaum  never 
intended  the  program  to  substitute  for  actual 
therapy.  But  when  showing  off  your  computer  to 
friends  at  your  next  get-together,  it  might  be  fun 
to  have  a  program  to  demonstrate  your  machine's 
"intelligence." 

Program  1  is  Therapy  for  the  64.  Program  2  is 
the  VIC  version,  which  requires  memory  expan- 
sion. Any  amount  of  expansion  (3K,  8K,  etc.)  will 
work. 

I  would  be  glad  to  hear  from  any  of  you  re- 
garding this  program,  or  any  similar  ones  you 
may  have  written.  I  can  be  reached  on  Compu- 
Serve, user  ID  #74105,1477. 

Sec  program  listings  on  page  763.  ttfi 


Introducing 

the  first  word  processor 

made  especially  for  the  home 


VISUAL 
MENU 


M 


mBBtom 


TYPING  AREA 


1.  A  POWERFUL  WORD  PROCESSOR 

*  helps  you  be  the  best  writer  you  can  be 

*  at  a  fraction  of  the  price  of  most  others 


2.  EASY  TO  LEARN 

*  audio  cassette  guide  to  the  basics 

*  instructions  written  in  plain  English 


3.  EASY  TO  USE 

*  pictures  illustrate  your  choices 


H 


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■ 


Home  Word  makes  writing  easy. 

Changing  what  you  write  is  even 
easier.  Since  the  commands  are 
illustrated  right  on  the  screen,  you 
don't  have  to  memorize  any 
complex  codes. 

Yet  HonieWord's  simplicity  is 
deceptive.  Although  easier  to  use, 
it  offers  you  the  power  of  more 
expensive  word  processors! 
Yes,  HomeWord  is  the  best  buy 
for  your  money.  .  .and  the  best 
money  can  buy!  HomeWord  is 
available  for  only  $69.95  on  the 
Apple  II.  11+ .  He  and  Commodore 
64.  Coming  soon  on  the  Atari! 

TM  tiesignaios  a  iradotnark  ot  Swira  On-Lino,  Inc.  :    1983  Siuca  On-Un«,  in. 


Features  Include 


add,     move    and    erase 
blocks  of  text 
automatic  outline  indents 
underline,  boldface,  upper 
and  lower  case 
reliable     storage     and 
retrieval  of  all  your  files 


automatic  page  numbering 

print     documents     of 

unlimited  length 

universal     search     and 

replace 

easy  view  of  movement 

through  your  files 


"''  Mil  ^Hifff  nnrnlm 


ENTiRE  PAGE 
DISPLAY 


Sinn  i in  I. li.nMinj  •  tr<un«jp>ld.  Ch  IMi  «  <20»)  (S8J-68JS 


COMPUTE!  Books 


COMPUTE  !'s  Reference 
Guide  To 
Commodore  64 
Graphics 

A  complete  tutorial  on 
Commodore  64  graphics, 
Noted  Commodore  author 
John  Heilbom  explains 
how  to  program  sprites, 
multicolored  screens,  ani- 
mation, custom  characters, 
and  more.  Beginners  will 
like  the  step  by  step  in- 
structions arid  clear  ex- 
ample programs.  Advanced 
programmers  can  build  up 

their  tool  kit  with  the  character  editors,  sprite  editors,  screen 

design  program,  and  other  useful  utilities. 

218  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-917586-29-9 


MAPPING 

THE 

Commodore 


Mapping  The 
Commodore  64 

An  invaluable  memory 
map.  Complete  details  on 
the  functions  of  pointers, 
tiie  stack,  ROM  and  Kernal 
routines,  and  more.  BASIC 
programmers  will  find 
easy-to-under  stand  expla- 
nations of  advanced  pro- 
gramming techniques. 
Programmers  using  ma- 
chine language  wiil  find  a 
wealth  of  useful  locations 
and  ideas  for  program- 
ming. For  intermediate  to 
advanced  programmers. 


288  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 


S12.95 

ISBN  0-9M386-23-X 


COMPUTE!' 5 

SECOND 

COMPUTE !'s  Second 
1   Book  of 
Commodore  64 

Continues  in  the  tradition 
of  the  best-selling  First 
Book  of  Commodore  64  in 
presenting  quality  pro- 
grams and  articles,  many 
revised  or  never  before 
published.  There's  some- 
thing for  almost  any  64 
user:  arcade  and  text  ad- 
venture games,  an  impres- 
sive word  processor,  a 
program  which  adds  4 1 
new  BASIC  commands,  an 
electronic  spreadsheet,  sound  and  graphics  tutorials,  and 
information  on  saving,  copying,  and  retrieving  files. 

288  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

JT2.95 

ISBN  0-942386  44  2 


—COMMODORE— 

64 

■ 

•crwoomouta 


, ...», ,.,,    ., 


COMPUTE!'!  First 
Book  Of 
Commodore  64 

An  excellent  resource  for 
users  of  the  64,  with  some- 
thing for  everyone:  BASIC 
programming  techniques, 
a  memory  map,  a  machine 
language  monitor,  and 
information  about  writing 
games  and  using  peripher- 
als. Many  ready-to-type-in 
programs  and  games. 


264  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-917386-30-5 


COMPUTE!'*  First 
Book  Of 
Commodore  64  Games 

Packed  full  of  games: 
"Snake  Escape,"  "Oil  Ty- 
coon," "Laser  Gunner," 
"ZuiderZee,"and  many 
more.  Machine  language 
games  requiring  fast  hands 
and  a  good  eye,  as  well  as 
strategy  games  which  will 
exercise  your  mind.  Intro- 
ductory chapters  and  an- 
notated listings  provide 
ideas  and  techniques  for 
writing  games.  An  excellent 
introduction  for  64  owners  who  want  to  begin  writing  games. 

2!  7  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-942386-34-5 


Creating  Arcade 
Games  On  The 
Commodore  64 

This  book  develops  ancS 
explains  the  principles  of 
game  design,  includes 
general  programs  for  using 
the  screen,  custom  charac- 
ters, animation,  sprites, 
sound  and  music,  and 
other  features  of  the  64. 
Also  includes  five  games. 
Just  the  book  for  program- 
mers who  want  to  learn 
how  to  write  fast,  exciting 
arcade  games. 

357  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

SI  2.95 

ISBN  0-942386-36-1 


VIC 
3 


COMPUTE!  s  Third 
Book  Of  VIC 

A  potpourri  of  games,  ap- 
plications, utilities,  and 
programming  techniques, 
some  never  before  pub- 
lished. Tricks  for  saving 
memory,  four  games, 
budget  planner,  custom 
characters.  PEEK  and  PRINT 
for  the  VIC.  Graph  Plotter, 
Music  Composition,  and 
Automatic  Program  Ap- 
pending are  just  a  few  of 
the  fine  programs  and 
chapters.  Also,  appendices 

and  reference  tables.  Third  Book  of  VIC  is  a  useful  source  of 

ideas  for  programmers  of  all  levels. 

360  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

$12.95 

ISBN  0-W  ttffi-<l  M 


Ccwjtii  That!  fine*  e*  WC 

y       -j  ....  ,  ...       ,..      . 

ft'.1'' 


Commodore  64  Games 
For  Kids 

Dozens  of  games  for  kids 
of  all  ages.  An  instant  library 
of  educational  software. 
"Stargazer"  displays  the 
constellations  of  the  night 
sky  "Movers  and  Shakers" 
tests  knowledge  of  histori- 
cal figures.  "Hidden  Pic- 
ture" lets  children  uncover 
a  series  of  drawings.  Also, 
games  featuring  music, 
spelling,  and  world  geo- 
graphy Appropriate  grade 
levels  are  clearly  identified. 

267  pages,  paperback. 

Spiral  bound  for  easy  access  to  programs. 

ST  2.95 

ISBN  0-942386-37-X 


COMPUTE!  Publicationsjnc® 

On©  of  the  ABC  Publishing  Companies  ^tSr 

Post  Office  Box  5406,  Greensboro.  North  Carolina  27403 


Spelling  Critter 


Bob  Nickel 


TO  REVIEW  THE  U08l>  PRESS  ?  KEY 


The  "critter"  does  his  thing  when  the  wont  is  spelled  correct ly 
{V  iC  version) . 


HOH  DO  VOU  SPELL  THAI    K0R& 
Va  XYLOrHOH 


I'M  SORRY,   IHftT  IS  HRONO  JOSITH 
THE  CORRECI   ftKSWER  IS:   XYLOPHONE 


In  this  64  version,  a  correct  spelling  is  given. 


This  spelling  program  lets  your  child  choose 
the  words  in  the  quiz,  and  features  an  animated 
critter  which  keeps  track  of  right  and  wrong 
answers.  For  the  VIC-20  and  Commodore  64. 


One  of  the  great  uses  for  the  home  computer  is 
education,  and  a  wide  variety  of  educational  pro- 
grams are  available  for  the  VIC- 20  and  Commo- 
dore 64.  The  only  exception  is  spelling  programs. 
If  you  have  ever  tried  to  put  your  kids'  spelling 
list  into  someone  else's  program,  then  you  know 
what  1  mean. 

This  is  the  magic  of  "Spelling  Critter."  The 
program  actually  asks  you  what  words  are  to  be 
used.  This  way  the  kids  will  be  more  likely  to  use 
it  on  their  own. 

There  are  three  main  parts  to  the  program. 
Line  50  sets  up  an  array  to  store  the  words.  Lines 
5000-5300  input  the  words  with  a  FOR-NEXT 
loop.  Lines  100-121)  gel  the  words  back,  one  at  a 
time,  with  another  loop. 

A  Random  Quiz 

If  you  want  the  words  to  come  up  in  a  random 
pattern,  the  following  changes  should  be  made. 
All  the  words  may  not  be  displayed,  however. 

82     COMPUTEI's  Gazelle    Juno  1984 


100  B=INT{RND(1)*N)+1 
110  Z=Z+1 

470  IFZ=N  THEN  500 
480  GOTO100 

The  critter  is  built  in  lines  20-32.  There  are 
actually  three  parts  to  the  critter,  one  tail  and  two 
heads.  You  will  not  see  one  of  the  heads,  but  it  is 
needed  for  the  chomping  effect.  This  is  all  done 
with  a  programmable  character  routine,  which  is 
extremely  easy  on  the  VIC.  The  Programmer's  Ref- 
erence Guide  goes  into  this  in  depth  (pp.  82-88). 

Animation  Subroutines 

There  are  two  subroutines  for  the  animation.  Lines 
7000-7080  move  the  critter  for  a  correct  answer 
while  lines  8000-8080  are  the  animation  for  a 
wrong  answer.  Lines  100-160  display  for  one  sec- 
ond, which  is  enough  time  to  read  the  word,  but 
not  long  enough  to  memorize  it. 

The  rest  of  the  program  should  be  self- 
explanatory.  The  program  will  accept  up  to  50 
words.  Each  word  can  be  up  to  ten  letters  long 
without  exhausting  the  memory  of  the  unex- 
pa tided  VIC. 

Try  the  critter  on  your  kids.  It  fills  an  impor- 
tant spot  in  educational  programming  and  can  be 
downright  fun. 

Set'  program  listings  on  page  167.  <Qf 


For  The 
COMMODORE 

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OME  COMPUTER 


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Shape  Match 


Michael  Reich 


Do  you  have  a  preschooler  who  demands  time 
on  the  computer,  but  can't  handle  complicated 
software?  "Shape  Match"  teaches  pattern  rec- 
ognition, and  it's  easy  to  use.  For  the  64  and 
expanded  (8K  +  )  VIC. 


In  Shape  Match,  a  child  has  to  match  the  shape 
on  the  screen  with  one  of  four  other  shapes.  It's  a 
good  idea  for  an  adult  to  sit  with  the  child  while 
the  game  is  running,  to  provide  suggestions  (and 
praise  when  the  answer  is  right). 

A  simple  idea  can  lend  to  complications, 
however. 

A  young  child  is  not  capable  of  handling  a 
joystick  or  moving  a  cursor  around  the  screen 
with  keyboard  controls.  And  yet  there  must  be  a 
way  for  the  child  to  indicate  his  or  her  choice. 

The  answer  is  to  have  the  program  point  to 
the  different  answers.  The  child  presses  a  key  to 
make  a  guess.  Lines  600-687  move  the  colored 
box  from  answer  to  answer  and  periodically  go  to 
the  subroutine  at  700  to  see  if  a  key  has  been 
pressed. 

Another  difficulty  is  how  to  figure  out 
whether  the  child  is  right  or  wrong.  Of  the  four 
possible  answers,  only  one  is  correct.  How  does 


The  program  cycles  through  the  patterns  limiting  for  the 
child's  guess  (VIC  version). 


the  computer  know  which  one  was  picked?  The 
solution  is  an  array  (lines  60  and  70).  The  computer 
checks  which  box  is  lit,  compares  it  to  the  array, 
and  decides  if  it  is  the  right  answer. 

Shape  Match  was  written  for  the  Commodore 
64,  although  it  will  run  on  a  V1C-20  with  8K  or 
more  of  memory  expansion. 

For  those  who  might  want  to  add  music  or 
other  features,  here  is  a  breakdown  of  the  program: 

50-57  De t e ravine  i f  th e  prog ra m  i s  bo i  n g  ru n  on  a  VIC 

or  (A,  DIMension  array  CL,  select  screen  & 
border  colors 

60-70         Initialize  array 

200  Prints  f ou  r  boxes 

340-3  75       Pri  n  t  a  sha  pe  in  ea  ch  box 

380-385      Use  random  variable  K  (from  line  310)  to  pick  a 
shape  for  the  match.  Variable  KK  holds  the  last 
K  value  to  prevent  consecutive  repeats. 
Move  cursor  through  each  box 
Check  for  response  and  evaluate  answer 


600-687 

700-880 

1000-1095  Print  board  with  jump  from  line  200 

1170  Subroutine  to  locate  correct  screen  location  for 

all  printing 

2000-2330  Print  statements  for  four  shapes 

3000-3200  Instructions 


See  program  listing  on  page  180. 


TVPE   <0>   TO  QUIT. 


■ 

T 

A 

... 

■iia*iaLUK«4i* 


A  correct  answer  is  given  in  the  64  version. 


B4     COMPUTE!';  Gazette    June  1984 


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anfTrers 

Word 
Scramble 

Mike  Salman 

Match  wits  with  an  opponent  in  this  game  as  At  the  top  of  the  screen,  a  display  of  the 

you  play  against  time.  For  two  or  more  players,     elapsed  time  appears,  followed  by  the  scrambled 
VIC  and  64  versions  arc  included.  word.  Below  the  scrambled  word,  a  bar  appears. 


on  which  you  type  the  first  letter  of  the  word.  If 
you  type  the  wrong  letter  you  hear  a  buzz.  Type 

"Word  Scramble"  is  written  for  two  players,  but        the  right  one  and  you  hear  a  beep;  the  letter  then 

you  can  make  up  teams  and  enter  the  names  of         appears  on  the  screen. 


the  team  captains  as  the  two  players.  The  com 
puler  first  asks  you  for  the  names  of  the  players 


A  Ten-Point  Penalty 


It  then  instructs  player  one  to  enter  a  common  If  you  find  the  word  within  the  allotted  time  and 

word  (maximum  ten  letters).  have  made  no  wrong  guesses,  you  are  awarded 

fifty  points.  For  every  wrong  guess  that  you  make, 

A  Three-MinUte  PuZZle  you  lose  ten  points.  A  scoreboard  is  displayed 

When  the  word  has  been  scrambled,  player  two  every  second  turn  so  you'll  know  when  both 

presses  the  space  bar  to  see  the  scrambled  letters,  players  have  played  an  equal  number  of  rounds. 
The  player  has  three  minutes  to  discover  the  word .  See  program  listings  an  page  7  70.  @ 

8(5     COMPUTE!'*  Gazette    June  1984 


Look  at  these 
Features 

•  Fully  screen -oriented 

•  Horizontal  and  vertical  scrolling 

•  Terminal  mode  —  never  seen  before  on  a  word  processor 

•  Supports  Commodore  disk  and  cassette  handling 

•  Imbedded  commands 

BLIZTEXT 
WORDPROCESSOR 


BLI2TEXTiis 
tJ«Jtm»rk  of  ELCQMP 
PUBLISHING,   INC 


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Upper  end  lower  case 

•  Works  with  practically  every  printer  on  the  market, 
user  definable  printer  control  commands 

•  INCLUDE  command    allows    handling    large    file* 
on  up  to  4  diskettes  or  on  cassette. 

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networking.  Telecommunications  mode,  upload  and 
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•  Program  comes  on  disk  or  cassette 

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3.)    Machine  Language  Monitor 
Assembly  can  be  started  from  the  editor.  Translates  In 
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by  Franz  Ende 

46  programs  far  the  Commodore  64 

Introduction  to  graphics  and  sound.  How  to  program 

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THE  BEGINNER'S  CORNER 


C.  REGENA 


Planning  A  Game  Program 


This  month,  lot's  explore  .1  step  by  step  procedure 
to  write  a  game.  To  keep  it  simple,  yet  worthwhile, 
we'll  create  "Tic-Tac-Toe."  It's  easy  to  understand, 
and  everyone  knows  the  game,  but  programming 
it  involves  graphics,  logic,  and  strategy. 

I  started  out  with  the  graphics,  Tic-Tac-Toc  is 
graphically  simple,  an  X  marker,  an  O  marker, 
and  lour  straight  lines,  tin  the  Commodore  64,  1 
let  the  X  and  O  markers  each  take  up  a  pattern  5 
characters  x  5  characters,  so  the  basic  game  grid 
needed  spaces  7x7,  On  the  VIC,  we  have  larger 
characters  and  fewer  characters  per  line,  so  I  chose 
X  and  O  markers  4x4,  and  the  grid  needed  6  x  6 
spaces. 

Creating  The  Grid 

The  grid  lines  are  made  up  of  solid  blocks  one  char- 
acter wide  (the  reverse  space).  You  can  either  PRINT 
the  grid  or  use  a  series  of  POKEs  to  place  the  colored 
squares  on  the  screen.  1  chose  to  use  the  POKE 
method.  First  the  screen  is  cleared  and  a  random 
color  chosen  for  the  grid,  in  line  790  of  the  64  version 
(line  38  in  the  VIC  version).  The  random  color  on 
the  64  can  be  one  of  14  colors,  but  not  black  or  white. 
(You  couldn't  see  a  white  grid,  and  1  didn't  like 
black.)  On  the  VIC  there  can  be  six  colors,  but  not 
black  or  white. 

The  grid  is  drawn  in  lines  800-870  (39^10  in  the 
VIC  version).  In  the  64  version,  the  variable  A  is 
previously  defined  as  160,  the  screen  code  for  a 
reverse  space,  or  a  solid  block  of  color.  To  draw  on 
the  screen,  you  need  to  POKE  a  screen  location 
with  160,  then  POKE  the  corresponding  color  loca- 
tion with  the  color.  The  variable  C  relates  the  screen 
memory  location  to  the  color  memory  location. 
Lines  880-890  (VIC  line  41)  place  numbers  in  the 
positions  to  be  chosen  as  plays  are  made. 

The  X  and  O  markers  are  drawn  in  subroutines 
at  the  beginning  of  the  program,  lines  120-280  (VIC 
2-7).  The  nine  coordinate  positions  for  the  markers 
to  be  drawn  are  READ  in  as  S(I)  in  lines  590-610 
(VIC  28-29).  The  graphics  are  now  complete. 

Next  I  programmed  the  player  moves.  The 
squares  are  numbered  so  the  player  just  presses  a 
number  from  1  to  9. 1  like  to  avoid  INPUT  if  at  all 
possible.  In  this  case  only  one  key  press  is  necessary, 
so  we  can  use  GET.  You  could  also  use  PEEK,  but 

88     COMPUTEt's  Gazelle    June  1984 


GET  is  easier  to  understand.  CRT  ES  gets  the  key 
pressed,  and  we  need  to  make  sure  the  key  is  one 
of  the  numbers  from  I  to  9.  All  other  keys  are 


ignored. 


Plotting  The  Move 

VAL  converts  the  string  ES  to  a  VALue,  (he  number 
E.  P(E)  is  the  value  in  that  position  on  the  grid — 3 
for  an  X,  1  for  an  O,  and  0  if  there  is  no  marker  in 
that  position.  If  there  is  already  a  marker  on  the 
position  chosen,  the  player  must  choose  again.  If 
the  square  is  available,  P(E)  is  set  to  3  or  1,  S(E)  is 
the  coordinate  of  the  position,  and  the  appropriate 
marker  is  drawn.  This  process  is  in  lines  980-1000 
(VIC47-W). 

Next  it's  the  computer's  move.  For  the  beginner 
level  I  just  let  the  computer  randomly  choose 
anv  one  of  the  available  spots,  lines  930-950  (VIC 
44^45). 

Since  the  value  of  N  or  X  changes  between 
moves  and  can  be  either  1  or  3,  the  relative  formula 
isN  =  ABS(N-4),  line  540  (VIC  27). 

Is  The  Game  Over? 

After  each  marker  is  placed,  the  computer  checks 
to  see  if  the  game  is  over.  First  the  rows  are 
checked  to  see  if  there  are  three  X's  or  O's  in  a 
row,  lines  360-400  (VIC  12-16).  Next  the  columns 
are  checked  to  see  if  there  are  three  the  same  in  a 
column,  lines  410-450  (VIC  17-21).  Next,  diagonal 
wins  are  checked,  lines  460-480  (VIC  22-24).  If 
there  isn't  a  win,  all  spaces  are  checked.  If  all 
spaces  are  filled,  it  is  a  tie  game.  If  there  are 
empty  spots,  the  game  continues,  lines  490-530 
(VIC  25-27). 

If  there  is  a  winner,  the  program  branches  to 
lines  1540-1700  (VIC  89-97),  to  congratulate  the 
winner  and  play  a  tune  made  up  of  random  notes. 
The  program  then  offers  the  option  to  try  again 
and  branches  appropriately.  Lines  570  and  640 
{line  31  of  the  VIC  version)  set  variables  for  playing 
the  music  and  the  prompter  beep,  and  the  sub- 
routine in  lines  290-330  {VIC  8-9)  plays  the  tone 
and  delays. 

The  game  could  be  complete  now,  but  it 
wouldn't  be  very  challenging  because  the  com- 


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A  tie  game  offers  another  round  (VIC  version). 

puter's  moves  are  chosen  randomly — no  strategy 
involved.  Now  we  need  to  add  an  intermediate 
level  of  play  and  some  method  of  choosing  the 
computer's  moves.  I'm  calling  this  an  intermediate 
level  so  you  can  add  your  own  advanced  level  and 
perhaps  a  more  sophisticated  way  of  winning. 

The  Computer  Gets  Smarter 

The  computer's  intermediate  level  of  play  is  in 
lines  1030-1530  (VIC  51-88).  The  strategy  I  used  . 
was  first  to  get  the  center  spot  if  it  is  available, 
line  1060  (VIC  52).  On  later  turns,  if  the  computer 
has  the  center  spot,  it  checks  for  possibly  winning 
by  filling  the  two  diagonals. 

The  columns  are  checked  in  lines  1 130-1200 
(VIC  58-63).  If  an  opposing  marker  is  in  the  col- 
umn, the  column  is  ignored.  If  there  isn't  an  op- 
posing marker,  there  is  a  check  to  see  if  two  of  the 
computer's  markers  are  in  the  column.  If  so,  a 
marker  is  placed  in  the  remaining  spot  to  win. 
The  rows  are  checked  similarly  in  lines  1210-1280 
(VIC  64-69). 

If  the  computer  doesn't  spot  a  winning  pos- 
sibility, it  will  then  check  to  prevent  the  oppo- 
nent's winning.  If  there  are  two  of  the  opponent's 
markers  in  any  column,  row,  or  diagonal,  the 
computer  will  block  the  win,  lines  1290-1490  (VIC 
70-87). 

If  the  computer  does  not  spot  a  column,  row, 
or  diagonal  with  two  like  markers  in  it,  the  com- 
puter just  chooses  a  place  at  random. 

You  can  probably  follow  the  logic  in  the  64 
version,  but  I  had  to  take  out  the  REMarks  to  save 
memory  in  the  VIC  version.  In  the  IF-THEN  state- 
ments, P(K)  will  contain  the  value  of  the  marker 
in  a  particular  position,  number  K,  where  K  is 
one  of  the  nine  positions.  P(K)  can  be  0  if  no  marker 
is  there,  or  3  or  1  if  a  marker  is  there.  After  THEN 
you  can  set  E  to  the  position  chosen,  then  GOTO 
a  different  line. 

90     COMPUTE!'*  Gazette    Jure  1984 


Standard  characters  make  a  dear  display  (64  iwsion). 

CLR  Or  Crash 

I  used  the  command  CLR  if  the  option  to  play  again 
is  chosen.  This  command  clears  the  memory  of  all 
variables  and  unsatisfied  FOR-NEXT  loops  and 
GOSUB-RETURNs.  Without  CLR,  after  several 
games  I  would  get  an  OUT  OF  MEMORY  message, 
which  can  be  caused  by  too  many  nested  FOR-NEXT 
loops  or  too  many  GOSUBs  in  effect.  Notice  that 
the  IF  statements  transfer  control  out  of  FOR-NEXT 
loops  and  out  of  subroutines. 

The  last  step  of  programming  was  to  add  the 
title  and  instructions  at  the  beginning  of  the  game.  I 
usually  PRINT  the  title  and  instructions  as  I  am 
defining  variables  for  the  program.  The  title  and 
instructions  are  in  lines  560-690  (VIC  28-31).  The 
options  of  markers  and  level  of  game  are  in  lines 
700-780  (VIC  32-37). 

The  program  isn't  complete  until  you  test  it. 
Game  programs  usually  involve  quite  a  bit  of  testing. 
You  need  to  check  all  types  of  player  input — right 
choices,  wrong  choices,  other  keys.  In  this  particular 
game  I  had  to  check  the  player  choosing  first  move 
or  second  move  and  beginner  level  or  intermediate 
level  (all  combinations).  I  also  checked  the  player 
winning,  the  computer  winning,  and  a  he  game. 
The  supreme  test  is  to  have  someone  else  try  the 
game  for  you. 

If  you  are  typing  in  the  VIC  version  of  this  game, 
be  sure  to  leave  out  all  unnecessary  spaces.  Notice 
that  the  lines  are  numbered  by  ones  to  conserve 
memory. 

If  you  wish  to  save  typing  effort,  you  may  obtain 
a  copy  of  Tic-Tac-Toe  by  sending  $3,  a  blank  cassette 
or  disk,  and  a  stamped,  self-addressed  mailer  to: 

C.  Regeita 

P.O.  Box  7502 

Cedar  City,  UT  84720 
Be  sure  to  specify  the  title  and  which  computer 
version  you  need. 

See  program  listings  on  page  i  71 .  (Q) 


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CHARLE5BRANN0N 
PROGRAM  EDITOR 


HORIZONS:  64 


Let's  start  out  this  month  with  a  look  at  a  great 
game:  Blue  Max. 

Maybe  you've  played  Za.xxon.  Your  ship 
scrolls  through  a  3-D  play  field  as  you  bomb  planes, 
silos,  and  enemy  aircraft.  You  can  move  up  or 
down  in  space  as  well.  And  to  help  you  gauge 
your  perspective,  your  ship  even  has  a  little 
shadow. 

Blue  Max  has  a  similar  concept,  but  instead  of 
a  spaceship,  you're  flying  a  World  War  I  biplane. 
As  you  fly  over  scrolling  enemy  territory,  you  can 
bomb,  strafe,  shoot  down  enemy  planes,  even 
land  and  take  off  from  a  runway.  Blue  Max  has  far 
more  depth  than  Zaxxon.  It's  one  of  those  few 
good  games  that  have  successfully  combined 
strategy  with  arcade  play. 

Takeoff 

When  you  start  the  game,  you  taxi  your  plane  to 
the  end  of  the  runway.  When  your  speed  reaches 
100  mph,  push  up  on  the  joystick  to  take  off.  If 
you  haven't  gained  enough  speed,  though,  your 
plane  will  stall  and  crash. 

You  can  control  your  plane  in  two  ways.  In 
one  mode,  you  push  up  on  the  stick  to  go  up  and 
pull  back  to  go  down.  This  is  opposite  of  actual 
airplane  joystick  controls.  (Yes,  "joystick"  is  an 
aviation  term,  too.)  There  is  another  mode  that 
behaves  in  a  standard  way — pull  back  to  climb, 
push  forward  to  descend.  You  can  also  choose 
various  skill  levels,  and  whether  or  not  to  obey 
the  law  of  gravity.  If  you  turn  on  the  gravity,  your 
plane  will  gradually  descend  if  you  let  go  of  the 
joystick.  With  no  gravity,  your  plane  more  or  less 
hovers  as  it  flies. 

There's  a  lot  of  detail  here.  The  scrolling 
playfield  is  colorful  and  full  of  targets  like  build- 
ings, bridges,  cars,  boats,  tanks,  guns,  runways, 
even  the  enemy  city.  To  bomb,  you  pull  back  on 
your  stick  while  you  press  the  fire  button.  To 
strafe,  you  go  to  a  low  altitude  (the  command 
window  turns  red)  and  press  fire. 

92     COMPUTBI's  Gazette    June  1984 


There  are  many  status  indicators  to  keep  an 
eye  on,  just  as  in  real  flying:  speed,  fuel,  altitude, 
and  damage.  The  status  window  at  the  bottom  of 
the  screen  keeps  you  informed.  It  normally  has  a 
black  background  color,  but  will  turn  red  if  you 
fly  low,  yellow  if  you're  too  low  {impending  crash) 
and  blue  if  you're  at  the  same  altitude  as  an  enemy 
plane  {ripe  for  the  picking). 

Periodically,  a  big  letter  P  announces  that  an 
enemy  plane  is  in  the  area.  You  align  yourself 
with  it  and  press  fire  as  you  try  to  hit  it  with  your 
guns.  Be  careful  not  to  crash  into  the  plane  or  the 
game's  over.  You  only  get  one  "life."  W  tells  you 
that  a  strong  wind  is  blowing,  and  L  signals  a 
friendly  runway.  Smaller  letters  also  light  up  to 
warn  you  of  damage  to  the  guns,  bombs,  your 
maneuverability,  or  the  fuel  tank.  If  you  have 
damaged  something,  it  will  work  intermittently, 
if  at  all.  The  only  way  to  make  repairs  is  to  land  at 
a  friend Iv  runway. 

When  L  shows  up,  begin  your  approach. 
Landing  is  quite  difficult — you'll  probably  crash 
the  first  time  you  try  it.  Come  in  low  and  try  to 
land  at  the  start  of  the  runway.  Your  speed  will 
drop  radically,  then  you  will  roll  to  a  stop.  Fuel 
tanks  are  filled  and  any  damage  is  repaired.  You 
then  make  another  takeoff. 

Be  sure  to  give  yourself  plenty  of  runway, 
though,  or  you'll  crash  into  the  trees.  And  if  you 
run  out  of  fuel,  you'll  have  to  glide  until  you  crash 
(most  likely)  or  luck  onto  a  runway. 

The  point  of  the  game,  besides  the  fun  of 
being  airborne,  is  to  shoot  enough  targets  so  that 
you  can  advance  to  the  enemy  city.  At  the  city, 
you  have  to  bomb  a  statue.  If  you  can  do  this, 
you'll  be  awarded  the  Blue  Max  medal.  Otherwise, 
you'll  have  to  be  satisfied  with  rankings  like  "Run- 
way Sweeper,  Class  One." 

Blue  Max 

Synapse  Software 

5221  Central  Ave. 

Richmond,  CA  94804 

$34.95  disk  or  tape 


#~>  ■ 


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Then  search,  sort,  arrange  and 
analyze  your  information  with  speed 
and  flexibility  that's  simply  astounding. 

SpeHPack" 

teaches  your  64  to  spell.  It  checks  an  entire 
document  in  2  to  4  minutes  against  a 
dictionary  of  over  20,000  words.  And  you 
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Apple  Emulator  For  The  64? 

We've  heard  the  claims  before  about  a  device  that 
lets  you  run  Apple  programs  on  your  64,  but  it's 
always  been  a  pipe  dream.  Your  64  can  easily 
match  any  Apple  graphics,  but  the  screen  storage, 
ROM  routines,  graphics  calls,  beep  sound,  disk 
format,  and  joystick  interfaces  are  totally  incom- 
patible. The  goal  of  an  Apple  emulator  is  to  let 
you  just  insert  an  Apple  disk,  turn  the  power  on, 
and  begin  to  use  the  software,  whether  it  is  a  word 
processor,  arcade  game,  or  an  accounting  package. 

The  only  way  this  is  possible  is  to  actually 
have  an  Apple,  Sorry.  The  second  best  thing  is  to 
plug  an  Apple  into  your  64,  That's  right.  A  whole 
Apple  on  a  single  cartridge  thai  would  plug  into 
your  64.  You  see,  that's  the  only  way  to  get  true 
compatibility.  You  could  make  an  Atari  VCS,  or 
even  an  old  shoe  run  Apple  programs  with  enough 
hardware.  And  whether  you  plug  it  into  your  64 
or  a  pair  of  penny  loafers,  it's  still  an  Apple.  And 
it  can't  be  very  cheap. 

Given  that  it's  theoretically  possible,  it  should 
be  available,  right?  Well,  you  can  buy  an  Apple 
emulator.  It's  called  the  AP  Modular  Pak,  and  it's 
made  by  a  Canadian  company  called  Pioneer  Soft- 
ware. You  get  an  expansion  box,  with  eight  Apple 
expansion  slots  and  four  64  expansion  ports.  A 
CPU  card  plugs  into  the  box.  It's  the  magic  one — it 
makes  the  Apple  software  work  on  the  64.  You 
also  need  an  AP  DOS  card,  which  actually  converts 
your  1541  drive  into  an  Apple-compatible  one 
(quite  a  feat!)  The  whole  system  is  $525.  If  we're 
able  to  obtain  a  review  unit,  we'll  give  you  the 
details  on  how  it  works,  and  how  well. 

The  price  tag  is  a  bit  steep — let's  face  it,  it's 
three  times  as  much  as  most  of  you  paid  for  your 
64.  But  it  does  let  you  use  your  existing  equipment 
and  disk  drive  as  a  second  computer.  Even  if  you 
buy  the  AP  Modular  Pak,  is  there  really  some 
Apple  software  you  want  to  run  on  your  64?  64 
games  are  far  superior  to  Apple  games  (sorry, 
Apple  fans — maybe  you  can  plug  a  64  Pak  into 
your  computer  one  day).  There's  a  great  deal  of 
software  for  the  64  that  was  engineered  especially 
for  your  computer.  All  the  major  Apple  programs 
are  available  in  versions  for  the  64  anyway.  But  if 
you  want  to  own  both  worlds,  maybe  the  Pak's 
for  you. 

PCjr  Vs.  Commodore  64 

Recently,  I've  been  working  with  IBM's  new  PCjr, 
and  have  had  a  chance  to  compare  it  with  other 
computers,  including  the  64.  Both  of  them  are 
home  computers.  Which  is  best?  I  knew  you'd 
like  that  question.  Of  course,  no  one  computer  is 
"best,"  but  some  are  more  suitable  than  others 
for  certain  applications.  (For  games,  the  64  wins 
hands  down,  though.)  I  really  like  both  com- 

W     COMPU TE I'*  Gaiolle    June  1984 


puters.  First,  let's  compare  them  on  equal  terms: 

Commodore  64  with  64K,  1541  disk  drive 
PCjr  Entry  Model,  64K,  disk  drive 

Commodore  64  system  price:  about  $450 
PCjr  system  price:  SI  149 

Other  comparisons: 

Graphics 

64: 320  x  200  (high  resolution),  160  x  200  (medium 
resolution).  16  colors  simultaneously  in  text  mode. 
Upper-  and  lowercase,  or  a  complete  graphics 
character  set,  Sprites. 

PCjr:  320  x  200  in  as  much  as  16  colors  simultane- 
ously. 640  x  200  high  resolution.  40  columns  in 
text  mode  with  255  possible  character  attributes  in- 
cluding independent  foreground  and  background 
colors.  80-column  capability  (optional).  Some 
graphics  characters.  Beautiful,  sharp  RGB  color 
capability  (but  expensive).  No  sprites.  Repeat:  no 
sprites. 

Sound 

64:  The  one  and  only  SID  chip  with  three  voices, 
16-bit  resolution,  waveforms,  ring  modulation, 
synchronization,  filtering,  and  more. 

PCjr:  ATI  sound  chip,  just  like  the  one  in  the  TI-99/ 
4A.  IBM  calls  it  a  sound  synthesizer.  Ahem,  Three 
voices  with  independent  volume  control  with  a 
12-bit  range.  White  noise. 

Keyboard 

64:  66  keys,  typewriter  style.  Full  travel,  full  size. 
Four  function  keys  with  eight  states.  Soft  reset 
key.  Cursor  and  editing  keys. 

PCjr:  62  keys.  Some  call  them  chiclets,  but  they're 
not  that  bad.  The  smaller  than  normal  keys  have 
full  travel,  and  can  accept  overlays  that  can  fully 
redefine  the  keyboard,  so  there's  no  lettering  on 
the  kevcaps.  Cursor  and  editing  kevs.  Cold  reset 
available  from  the  keyboard.  IBM  calls  its  keyboard 
the  Freeboard.  There's  a  cordless  infrared  link 
between  the  keyboard  and  the  system  unit.  No 
dedicated  function  keys,  but  ten  keys  can  act  as 
function  keys.  Can  generate  all  IBM  key  codes. 

Input/Output 

64:  Proprietary  serial  bus  for  disk  drive,  printers, 
and  other  Commodore  devices.  Expansion  port 
with  all  bus  signals  (also  acts  as  cartridge  slot). 
Parallel  user  port  with  RS-232  capability.  Two 
digital  joystick  ports  which  can  also  accept  a  light 
pen  or  four  paddles.  Audio/video  port  and  built-in 
RF  modulator  for  TV.  Cassette  port  for  Commo- 
dore tape  drive.  Up  to  four  1541  disk  drives  with 
170K  storage  each,  single-sided.  CP/M  capability. 

PCjr:  Built  in  ports  provide  TV  output  (modulator 
extra),  color  monitor  output,  RGB  output,  two 
64K  cartridge  slots,  RS-232  serial,  light  pen,  two 
analog  joystick  ports,  cassette  port  for  an  audio 


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The  RD  WRITER  is  a  "back  to  basics"  word  processor  for  the  Commodore  64TV.  Designed  as  an 
educational  tool  for  all  ages,  the  RD  WRITER  is  simple  enough  to  be  learned  by  a  child  and  yet 
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•  MONITOR  with  BO-COLUMN  CARD 

SYNERGY  SOFTWARE,  INC. 
P.O.  BOX  131,  M.IX  BRANCH 
CAMBRIDGE,  MA.  02139 

Includes  manual  and  money-back  guarantee 

Commodore  64,H  is  a  trademark  of  Commodore  Electronics  Inc. 


•  WHOLE-SCREEN  EDITING 

•  TEXT  INSERTION /DELETION 

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•  TUTORIAL 

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tape  recorder.  Optional  internal  modem.  NoCP/M 
capability  yet.  Only  one  built-in  double-sided 
disk  with  360K  storage,  DOS  (required)  is  $65 
extra.  The  drive  is  very  fast  compared  with  the 
1541.  You  can  load  32 K  in  16  seconds. 

Software 

64:  A  simple  Microsoft  BASIC  buill  in.  Thousands 
of  public  domain  programs.  Thousands  of  third- 
party  programs.  A  wide  range  of  Commodore 
software. 

PCjr:  A  full  Microsoft  BASIC,  with  extensions  for 
file  handling,  graphics,  sound,  error  trapping, 
event  trapping,  interrupts,  and  more.  Optional 
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chip.  Compatibility  with  hundreds  of  IBM  PC 
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As  you  can  see,  the  64  holds  its  own  against 
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of  dollars — and  you  can  still  do  the  same  things 
and  enjoy  some  superior  features.  The  64  will  be 
around  awhile  as  the  Volkswagen  of  home  and 
personal  computers — especially  with  such  de- 
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Inside 
Random  Numbers 

Dan  Carmichael,  Assistant  Editor 


Are  computer-generated  random  numbers 
truly  random?  Yes  and  no.  This  inside  look  at 
random  numbers  explores  ways  you  can  deter- 
mine the  random  quality.  A  test  program  is 
included.  For  the  VIC  and  64. 


Computers,  if  nothing  else,  are  logical.  But  in 
certain  programs,  especially  games,  you'll  want 
your  computer  to  generate  a  random  number. 
The  RND  command  does  this. 

How  random  are  those  numbers?  How  can  a 
computer  pick  a  number  out  of  thin  air? 

The  VIC  and  64  produce  random  numbers 
by  taking  a  seed  number,  multiplying  it  by  an- 
other number,  adding  yet  another  number,  and 
scrambling  the  bytes.  The  result  is  not  a  truly  ran- 
dom number,  but  it  suffices  for  most  applications. 

The  seed  {and  the  random  number)  are  stored 
in  flouting  point  format.  In  Commodore  BASIC, 
five  bytes  are  needed  for  each  floating  point 
number,  even  if  the  number  is  a  single  digit,  like 
lor  2. 

The  BASIC  RND  command  can  generate  ran- 
dom numbers  in  both  the  VIC-20  and  the  64.  In 
its  simplest  form  the  RND  command  generates  a 
random  number  between  zero  and  one  (not  in- 
cluding zero  or  one).  To  see  how  this  is  done, 
enter  the  following  BASIC  program: 

10  PRINT  RND(l)s  GOTO10 

A  Choice  Of  Arguments 

Whenever  you  use  RND,  you  must  include  a 
number  in  parentheses  immediately  after  it.  This 
number  is  called  the  argument.  The  number  in  the 
argument  determines  the  seed  value  which  is 
scrambled  to  create  the  random  number.  There 
are  three  ways  of  seeding  the  RND  function — 
using  a  positive  number,  a  negative  number,  or 
zero. 

98     COMPUTE!';  Gazette    Junol9B4 


Using  a  positive  number  as  the  argument  is 
by  far  the  most  common  method  of  generating 
random  numbers  because  it  is  the  most  reliable. 
When  you  use  RND  (1),  the  computer  looks  at 
memory  locations  139-143  and  uses  the  values 
there  for  the  random  seed.  When  it  has  finished, 
it  puts  new  values  into  those  slots.  Any  positive 
number  can  be  used.  The  value  does  not  matter, 
only  the  fact  that  the  number  is  positive. 

A  negative  argument  will  give  you  a  pre- 
determined result — a  nonrandom  number.  To 
test  this,  try  substituting  RND(-l)  or  RND  (-900) 
in  the  program  above.  The  same  number  comes 
up  every  time.  Because  the  results  are  predictable, 
negative  numbers  are  used  not  to  generate  random 
numbers,  but  to  put  a  certain  value  into  the  seed 
bytes  at  139-143.  If  you  use  RND  (-N)  to  set  up 
the  seed  and  then  use  RND(l),  the  series  of  num- 
bers will  always  fall  in  the  same  order.  This  can 
be  useful  in  debugging  a  program. 

RND(O)  checks  the  value  in  the  system  time 
clock  and  uses  it  for  the  seed.  There  are  some 
problems  with  using  it  regularly,  especially  on 
the  64,  but  if  you  use  it  once  at  the  beginning  of  a 
program,  it  can  be  a  good  way  to  (almost)  ran- 
domly seed  the  random  seed.  Another  method  of 
randomizing,  RND(-TI),  is  discussed  later. 

By  adding  a  few  options  to  the  command, 
you  can  produce  numbers  of  almost  any  size  and 
range.  Enter  the  following  BASIC  program. 

10  PRINT  INT( (RND(1)*6)+1) f :  GOTO10 

In  this  example  we've  produced  random  numbers 
between  1  and  ft.  This  might  be  useful  in  a  program 
that  simulates  the  throwing  of  dice.  We've  also 
added  something  new — the  INTeger  command. 
Remove  the  three  letters  INT  from  the  above  ex- 
ample, and  run  the  program  again.  As  you  can 
see,  without  the  INTeger  command  you  get  num- 
bers with  up  to  nine  significant  decimal  places. 


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And  Put  Them  Where  They  Belong. 

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The  INTeger  command  converts  decimal 
numbers  to  whole  numbers  by  dropping  anything 
after  the  decimal  point.  Type  this  line  and  press 
RETURN: 

PR[NTINT(1.1> 

The  result  is  1.  This  is  the  INTeger  value  of  hi. 
One  important  fact  to  note  about  the  INT  com- 
mand is  that  it  does  not  round  off.  Type  and 
enter: 

PRINT  INTO.9) 

As  you  can  see,  the  INT  value  of  1.9  is  also  1,  not 
2  as  you  might  expect. 

Always  use  INT  with  RND  when  you  want 
whole  numbers.  This  will  be  the  case  in  most  ap- 
plications. After  all,  if  you  were  writing  a  dice 
game,  you  wouldn't  want  to  throw  a  6.38340299. 

The  RND  command  is  certainly  not  limited  to 
a  range  of  six  numbers  as  in  the  above  example. 
As  a  matter  of  fact,  the  range  of  possibilities  is 
almost  limitless.  The  most  common  RND  format 
is  this: 

INTCRND(l)*range+(M«) 

where  rawyr  is  how  many  numbers  you  wish  to 
generate,  and  />«$<*  is  the  lowest  number  of  that 
range.  For  example,  if  you  wanted  to  generate  a 
range  of  numbers  between  1  and  52  (for  use  in  a 
card  game),  the  command  syntax  would  look  like 
this: 

I  NT(RND(1 1*52  +  1) 

INT(RND{  1)*  1 1  + 10)  would  generate  random 
numbers  between  10  and  2(1. 

Randomizing  Random  Seeds 

As  men  tinned  above,  the  random  seed  is  the  origin 
of  numbers  produced  when  the  BASIC  RND  com- 
mand is  used  with  a  positive  argument.  The  ran- 
dom numbers  you  use  in  your  programs  are  ex- 
tracted from  the  five  seed  bytes. 

A  common  problem  when  working  with  ran- 
dom numbers  is  repeating  patterns.  Turn  your 
computer  off  and  then  on,  and  enter  this  line: 

FORA  =  139T0143:PRINTA,PEEK(A>:NEXT 

This  shows  you  the  contents  of  the  five  random 
seeds.  If  you  continue  turning  the  computer  off/on 
and  entering  this  line  a  number  of  times,  you'll 
notice  something  interesting.  The  random  seed 
bytes  always  contain  the  same  values  after  power 
up.  As  a  matter  of  fact,  the  values  you're  probablv 
getting  are  128,  79,  199,  82,  and  88^ 

The  fact  that  the  random  seed  is  always  in- 
itialized with  the  same  values  creates  the  possi- 
bility of  repeated  random  number  patterns.  For 
example,  turning  on  your  computer,  loading  the 
same  game,  and  playing  it  in  the  same  sequence 
is  likely  to  produce  the  same  results.  This  isn't 

100     COMPUTE!'*  Gazelle    Junel984 


much  fun  in  a  game  based  on  the  luck  of  the  draw. 

The  answer  is  to  randomize  your  program. 
This  can  be  done  with  one  BASIC  line.  If  you  want 
vour  computer  to  produce  truly  random  numbers 
without  repeating  patterns  each  time  you  play  a 
game,  start  with  a  different  random  seed  each 
time  it  is  run.  This  is  done  by  initializing  the  ran- 
dom seed  with  the  use  of  the  system  (computer) 
clock.  Turn  your  computer  off  and  on,  and  enter 
the  following  line: 

X  =  RNDC-T1):F0RA  =  139T0143:PR1NTA;PEEK<A>: 
NEXT 

The  command  X=  RND(-TI)  is  the  key  to 
producing  a  random  seed  that  is  varied  each  time 
the  program  is  run.  In  effect,  this  BASIC  statement 
gets  values  from  the  jiffy  clock  (TI),  and  POKEs 
them  into  the  random  seed.  Because  the  clock 
changes  every  sixtieth  of  a  second,  the  odds 
against  repeating  a  random  seed  are  great.  Adding 
this  line  to  the  beginning  of  your  BASIC  program 
(before  the  RND  statement  is  used)  will  create  a 
different  seed  each  time  the  program  is  run. 

Testing  Random  Numbers 

"Random  Number  Test"  checks  the  RND  com- 
mand or  the  random  seed,  charts  the  results,  and 
supplies  a  capsule  analysis.  It  will  show  you  what 
results  to  expect  when  using  the  RND  command 
in  a  BASIC  program  or  the  random  seed  to  gener- 
ate random  numbers  within  a  machine  language 
program. 

For  BASIC  programmers,  the  program  will 
test  any  range  of  numbers  between  0  and  255. 
And  machine  language  programmers  have  the 
option  of  testing  any  one  of  the  five  random  seed 
bytes. 

Carefully  enter  the  Random  Number  Test 
program.  The  DATA  statements  in  lines  885 
through  941  are  for  a  machine  language  program, 
so  they  must  be  entered  accurately.  After  entering 
and  SAVEing  the  program  to  tape  or  disk,  tvpe 
RUN. 

The  first  prompt  asks  if  you  want  the  seed 
randomized  (seeded  with  the  clock).  Press  R  to 
randomize;  otherwise,  press  RETURN.  The  next 
prompt  asks  what  type  of  computer  you  have.  If 
you  have  a  VIC-20,  enter  V.  Press  RETURN  for 
the  64. 

The  third  prompt  asks  you  to  press  either  the 
fl  kev  to  test  the  random  seeds,  or  the  f3  key  to 
test  the  BASIC  RND  command. 

If  you  choose  fl  (test  the  random  seeds),  the 
next  prompt  asks  which  random  seed  byte  you 
wish  to  test.  The  five  keys  (1-5)  correspond' to  the 
five  random  seed  bytes  (139-143), 

If  you  choose  f3  {testing  the  BASIC  RND  com- 
mand), the  next  prompt  requests  two  numbers 
between  0  and  255.  This  is  the  range  of  random 


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numbers  you  want  to  test.  Enter  the  two  numbers 
separated  by  a  comma,  then  press  RETURN.  For 
example,  if  you  want  to  test  the  numbers  between 
1  and  6,  enter  1,6  then  press  RETURN.  The  test 
range  must  include  two  or  more  numbers.  Enter- 
ing 1,1  Or  123,123  would  test  only  one  number 
and  is  not  a  legal  entry. 

The  program  generates  random  numbers  in 
the  range  you  specify  while  in  13 ASIC,  then 
branches  to  the  machine  language  program  that 
does  the  tallying.  Testing  the  RND  command  in 
this  way  demonstrates  the  randomness  you  can 
expect  when  you  use  RND  in  your  BASIC  pro- 
grams. 

After  responding  to  the  last  prompt,  the  pro- 
gram begins  running.  The  first  stage  of  the  pro- 
gram can  be  ended  by  pressing  the  f  1  key.  The 
program  will  also  end  if  any  one  number  is  gener- 
ated, or  occurs  more  than  65,280  times. 

After  the  first  stage  of  the  test  program  has 
ended,  the  analysis  phase  begins.  A  chart  of  num- 
bers between  0  and  255  is  displayed.  The  first 
column  shows  the  numbers  generated.  The  sec- 
ond column  displays  how  many  times  this  number 
occurred  or  was  randomly  generated.  To  continue 
stepping  through  the  display  pages  one  at  a  time, 
press  RETURN. 

Finally,  you  are  asked  if  you  wish  for  an 
analysis.  Press  Y  for  a  short  recap  of  the  programs 
run.  Press  N  to  end  the  program  with  no  analysis. 

Here's  a  description  of  the  totals  displayed 
on  the  analysis  page: 

Total  Numbers  Hit  —  how  many  numbers  received 
at  least  one  hit.  For  example,  this  total  would  be  5 
if  you  were  testing  the  RND  command  with  a 
range  of  1-5,  and  all  5  numbers  were  hit. 

Total  Count  —  the  total  number  of  hits,  all  numbers 
included.  In  the  above  example,  if  all  numbers  1 
through  5  were  hit  5  times  each,  this  total  would 
be  25.  This  also  reflects  the  total  number  of  passes 
the  program  made. 

Average  Count  —  the  average  hits  per  number.  For 
example,  if  we  were  testing  the  range  of  100-101 
and  100  was  hit  2  times,  and  101  was  hit  4,  the 
average  would  be  3.  Use  this  total  to  determine  the 
randomness  of  the  test  run.  For  example,  if  you 
tested  the  whole  range  of  numbers  (0-255),  and 
the  average  count  read  10,123,  but  the  number  2 
was  hit  only  3  times,  you'd  know  of  this  disparity. 

Lowest  Count  —  indicates  the  lowest  number  of 
hits  any  one  number  received.  In  the  above  ex- 
ample (0-255)  the  lowest  count  would  be  3  because 
tlie  number  2  was  hit  only  3  times, 

I  Ugliest  Count  —  indicates  the  highest  number  of 
hits  received  by  any  one  number. 
Total  Zeroes  —  indicates  how  many  random  num- 
bers received  no  hits. 


Although  the  recap  analysis  is  brief,  it  is  help- 
ful in  illustrating  how  well  the  random  function  is 
behaving. 

RND  And  Machine  Language 
Programming 

What  about  generating  random  numbers  for 
machine  language  applications?  Of  course,  you 
could  always  RTS  (branch  back  to  BASIC),  generate 
a  random  number  with  the  RND  command,  and 
return  to  machine  language.  But  this  would  reduce 
the  speed  of  the  machine  language  program. 

The  answer  can  be  found  at  address  SE097 
(decimal  57495)  in  the  64,  and  SE094  (decimal  57492) 
in  the  VIC-20.  These  addresses  are  the  start  of  the 
routine  in  the  Kernal  that  places  random  values 
into  the  random  seed  bytes.  Type  and  enter  this 
BASIC  line  to  demonstrate  how  it  works: 

SYSxxxxx:FORA  =  I39T0143:I'RINTA,PEEK(  A):NEXT 

Replace  xxxxx  with  57495  for  the  64,  and  57492  for 
the  VIC.  As  you  can  see,  each  time  this  BASIC  state- 
ment is  run,  the  values  in  the  random  seed  change. 

Using  these  Kernal  routines  in  your  machine 
language  program  is  fairly  straightforward.  When 
you  need  a  random  number,  JSR  (Jump  to  Sub- 
Routine)  to  the  Kernal  routine.  You  can  then  re- 
trieve one  or  more  of  the  values  in  the  random 
seed  bytes,  and  away  you  go.  Of  course,  processing 
the  values  is  up  to  you. 

However,  there  is  one  important  point  to 
remember  when  generating  random  numbers  in 
machine  language.  As  mentioned  earlier,  seeding 
Ihc  RN1 )  command  with  a  negative,  positive,  or 
zero  value  will  produce  different  results.  When 
you  use  the  Kernal  RND  routine,  one  of  the  first 
things  it  checks  for  is  a  negative,  positive,  or  zero 
value  in  the  Floating  Point  Accumulator.  Make 
sure  the  FPA  contains  values  that  will  produce 
the  results  you  desire. 

There  is  another  unique  way  of  generating 
random  numbers  in  machine  language,  using  the 
I/O  block  in  your  computer.  The  I/O  block  is  an 
area  of  memory  (starting  around  56320  in  the  64, 
and  37000  in  the  VIC)  that  is  constantly  changing, 
doing  such  things  as  updating  the  screen,  and 
manipulating  data  direction  registers  and  timers. 
First,  find  two  bytes  that  have  constantly  changing 
values.  Load  the  accumulator  with  the  value  in 
one  byte,  and  either  the  X  or  Y  register  with  the 
other.  You  can  then  rotate  (ROR  or  ROL)  the  ac- 
cumulator with  the  X  or  Y  register. 

Does  RND  Generate  Random 
Numbers? 

Our  results  from  Random  Number  Test  are  inter- 
esting. First  is  the  way  the  random  seed  bytes 
behaved. 


102     COMPUTEI's  Gazette    June  1984 


Software  Discounters 

71 


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SSI 

Battle  For  Normandy 

(TorD) $25 

Combat  Leader  (D) (25 

Computer  Baseball  (D)  ...$25 


Eagles  (D) $25 

Germany  1985  (D) $39 

Professional  Tour  Golf  (D)  .$25 

RDF19B5(D) $23 

RINGSIDESEAT(D) $25 

SUBLOGIC 

Flight  Simulator  II  (D) $35 

SYNAPSE 

Blue  Max  (TorD) $21 

Ft.  Apocalypse  (Tor  D)         $21 

Necromancer  (T  or  D) $21 

Pharoah's  Curse  (TorD)  ..$21 

Protector  II  (T.orD) $21 

Quasimodo  (T  or  0)   $21 

Shamus  Case  II  (TorD)  . .  .$21 

Zaxxon  (T  or  D) $25 

Zepellin(Tor  D)  $21 

TIMEWORKS 

Accounts  Receivable  (D) . .  $43 
Accounts  Payable  |D)  ,,.,$43 
Cash  Flow 

Management  (D) $43 

Data  Manager  (TorD]  $17 

Data  Manager  2  (T  or  D)  . .  $33 
Dungeon  01  Algebra 

Dragons  (Tor  D) $19 

Electronic  Checkbook 

(TorD) $17 

Inventory  Management  (D]  $43 
Money  Manager  (T  or  D). .  .$17 
Programming  Kit 

1,2  or  3  (TorD) $17 

Robbers  Of  The  Lost  Tomb 

(TorD) $19 

Spellbound  (TorD) $19 

Starbattle(TorD) $19 

WordWriter(D) $33 

TRONIX 

Chatterbee(D)  $25 

MotOCross(D) (23 

Pokorsam  (D)  (19 

S.A.M(D)   $39 

Slalom  (0) $23 

Suicide  Strike  (D) $23 

Waterllne(D) $23 


ACCESSORIES 

Allen  Group  Voice  Box    ...$69 

Alphacom  80  Column  Printer 

wflntorface $167 

BASF  SS.  DO box  $17 

Cardco  Accessories Call 

CompuServe  Starter  Kit .  .  .$25 

Concorde  Disk  Drive Call 

Disk  Case  (Holds  10) $4 

Disk  Case  (Holds  SO) $18 

Dust  Covers  — 

Any  Commodore  Cover .  .$6 

Koala  Pad $65 

Surge  Protector 

w/ 6  outlets $39 

WIcoBoss $13 

WIcoBat  Handle $19 

Wlco3-Way ,$23 

Wlco  Red  Ball $21 

Wico Trackball , , $29 


Ordering  and  Terms:  Orders  wllh  cashier  check  or  money  order  shipped  Immediately.  Personal/company 
checks,  allow  3  weeks  clearance   No  C.O.D.'s.  VISA/MASTERCARD  accepted  wilh  no  additional  charge  lor 
orders  shipped  lo  continenlal  USA  Shipping:  Continental  U.S.A.  —  Ordeis  under  JIM  add  $3;  (ree  shipping 
on  orders  over  $100.  PA  residents  add  6%  sales  tax.  AK.  HI.  FPO-APO  —  add  S5  on  all  orders 
INTERNATIONAL  —  add  $10  or  15%  of  order  whichever  is  greatest.  Peleclive  merchandise  will  be  replaced 
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lub)*ct  to  change  without  notice. 


J— Vs 

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Board  for  VIC-20/64 


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■  16  channel  8-bit  A/D  converter  with  100 
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■  16  high  voltage'high  current  discrele  out- 
puts. 

•  1  EROM  socket. 

■  Use  multiple  boards  for  additional  channels 
up  to  6  boards. 

VIC20  uses  MW-311V S205.00 

CBM-64  cmm  MW-311C 5225.00 


} 


c 


MW-302:  VIC-20/64 
Parallel  Printer  Interface. 


Works  with  all  Centronics  type  parallel 
matrix  &  letter  printers  and  plotters 
Epson.  C.ltoh.  Okidafa.  Nee.  Gemini 
10.  TP-I  Smith  Corona,  and  most 
others.  Hardware  driven;  works  ofl  Ihe 
serial  port.  Quality  construction:  Steel 
DIN  connectors  &  shielded  cables.  Has 
those  switch  selectable  options:  Device 
4,  5,  6  or  7;  ASCII  or  PET  ASCII:  7-bit 
or  8-bit  output;  upper  &  lower  case  or 
upper  only.  Recommended  by  PRO- 
FESSIONAL SOFTWARE  tor  WordPro 
3  Plus  tor  the  64,  and  by  City  Software 
tor  PaperClip. 

MW-302    SI  19.95 


Deal 
inquiries 

er 

nvitct 

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*-H 

Micro  World  Electronix,  Inc. 
3333  S.  Wadsworth  Blvd.  #C105, 
Lakewood,  CO  80227 
(303)  987-9532  or  987-2671 


Computer 
Tutor 


VIDEO  INSTRUCTION  TAPES! 

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PICTURES  ARE  WORTH 

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USE  YOUR  VCR  SIDE  BY  SIDE  WITH  YOUR  COM- 
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CM# 

tohc 

APFHOI  RUN  TIME 

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LEARNING  C-W  BASIt 

,'  HH 

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I  Hfl 

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COMMODORE  64  DISK  I'O 

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119  9S 

UIO-J 

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549  9b 

EW-9 

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13985 

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WP-S 

SCRIPT-64 

1  HR31)  MIN 

139  9  b 

UT-2 

THE  LAST  ONE 

1  HR  3U  MIN 

SJ995 

Electronic  worksheets:  EW-3-6  Delailed  stop  by  step  in- 
Sturotlon  in  the  use  ot  electronic  spread/sheet  software. 
Work  along  and  set  up  a  complete  example  worksheet. 

Basic  programming:  BP-3  &  4  Teaches  BASIC  Language 
commands  and  programming  techniques  Builds  your  know- 
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Data  File  Programming:  DIO-1  I  2  teaches  BASIC  Language 
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VHS  or  BETA  FORMAT 

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To  Order 
Phone  or  Write 


mnsii'i  i  n.iiiji- 


LYNN       COMPUTER  SERVICE 

6831  West  157th  Street    Tinley  Park,  Illinois  60477 
(312)429-1915 

CALC-HESULT  IS  A  TRADEMARK  OF  HANDIC  SOFTWARE  PRACTICALIS 
A  TRADEMARK  OF  COMPUTER  SOFTWARE  ASSOCIATES  MULTIPLAN 
IS  A  TRADEMARK  OF  MICROSOFT 


104     COMPUTE!'*  Gazette    Juno  198-1 


The  most  interesting  of  the  five  bytes  (139- 
143)  was  139.  After  129,873  passes,  the  results 
were  very  lopsided.  Although  the  whole  range  of 
possibilities  (0-255)  was  tested,  only  15  numbers 
received  hits,  the  numbers  between  1 14  and  128. 
And  each  number  received  approximately  twice 
as  many  hits  as  the  previous  number.  The  number 
127  received  32,287  hits  and  128  was  about  double 
that  amount  with  65280.  This  is  because  of  the 
way  base  ten  numbers  are  translated  into  floating 
point  format.  This  byte  would  not  be  very  usable 
for  generating  random  numbers  because  of  the 
poor  dispersion  pattern. 

Also  of  interest  were  the  test  results  of  random 
seed  143.  The  pattern  here,  although  it  did  display 
a  few  glitches,  was  usable.  The  majority  of  num- 
bers (236)  received  a  relatively  random  number  of 
hits.  A  few  numbers  received  zero  hits. 

Finally,  the  biggest  surprise  was  the  testing 
of  the  BASIC  RND  command.  The  range  tested 
was  1  to  6,  and  the  surprise  was  the  results.  The 
activity  was  evenly  distributed  over  the  entire 
range  with  the  number  3  receiving  38,593  hits 
(the  lowest),  and  the  highest  number  4  with  39,418 
hits.  The  average  was  39,061.  These  test  results 
seem  to  indicate  that  the  BASIC  RND  command 
is  effectively  random.  All  tests  were  run  after  the 
random  seed  was  initialized  with  the  clock. 

See  program  Haling  on  page  174.  ® 


The  Simpler,  the  Better 


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Med  hws,  and  otoiloaded  set*  j-afhKS  screens,  and  stock  qjotes  fir  dad  I 
frintra  it  ard  saved  it  to  di*:  as  it  cw  on  lh?  screen,  lfcn!   M  rax  I  can 
send  wu  m  pre^ae  autoKaticalk  I  «t  yews  and  they  Horted  right  off. 

lost  icons,  -  ycu  Wat,  life  (re  fok  Lisa  -  are  a  lot  of  ftlW   I  also 
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lhat's  realb  reat  is  that  Ml*  has  a  ttok  WP  Library  of 
rteractw?  prolate,  ire  Wing  a  Hcnd  prtosscr.  spreadsheet  a-<f  database, 
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I  see  by  the  tuilt-iri  T)ld  clock"  en  the  screen  that  kr^isLanx  rates 
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The  Library  Concept    . 

The  VIP  Terminal  is  only  the  first  in  a 
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includes  VIP  Writer,  VIP  Speller,  VIP 
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|     1;    Wl  I, Mm,  a.,  in  iu.:i 


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VIP  library  programs  are  not  limited 
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memory  techniques  to  allow  creation 
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only  limited  by  the  space  on  your  diskl 

■  1903  hy  Sofllivt  Corporation 


Icons  Make  Learning  Easy 

Hi-res  technology  and  sprites  allow 
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Icons,  made  famous  by  the  Apple  Lisa™ 
and  the  Xerox  Star™.  With  these 
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All  VIP  Library  programs  are 

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computers  without  modification!  The 
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structure.  Once  you  have  learned  one 
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checks  allow  3  weeks. 


Professional  Displays 

The  40-characters-per-line  display  of 
ihe  Commodore  64  is  inadequate  for 
serious  computing.  An  80-column 
display  is  the  industry  standard.  VIP 
Library  programs  bring  this  standard  ic> 
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from  four  displays:  the  standard  40 
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these  programs  you  can  have  more  text 
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Welcome  to  the  professional  worldf 

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Softlaw  Corporation  has  years  of  soft- 
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9072  Lyndale  Ave.  So.,  M  pis.,  M  N  55420 

AUTHOR'S  SUBMISSIONS 
ARE  ENCOURAGED. 


4  Color 
80  COLUMN       Letter  Quality 

PRINTER/PLOTTER 

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Commodore-64  &  VIC-20 


•  List  your  programs  •  High  resolution  graphics  for  bar  charts  and  geometric  figures  (like 
spirograph)  •  Plugs  directly  into  VIC  20  and  Commodore  64  —  Interface  included  •  Lowest 
cost  letter  quality  printer  in  the  country. 


*  PROJECTED  SALES  * 


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UPPER   CASE    -   ABCDEFGhlJKLMNOPQRSTUUUXYZ 
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At  last  you  can  list  your  programs  (even  control  characters}  and  make  beautiful  high  resolu- 
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making  complex  bar  charts  for  business  plus  fancy  greeting  cards  and  geometric  designs. 
Great  for  homework  too.  Everyone  must  have  a  4  color  printer  plotter  for  their  VIC-20  or 
Commodore-64.  List  $199.00.  Sale  S99.00. 


•  LOWEST  PRICES  •  15  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


I  Add  310.00  tor  shipping,  handling  and  Inauranca.  Illinois  residents  1 
I  plonss  add  8%  lax.  Add  $20.00  (Of  CANADA.  PUERTO  RICO,  HAWAII  I 
|  ordere.WEDQNOTEXPORTTQOTHERCOUMTRIES.  , 

I  Enclose  Cashiers  Check.  Money  Order  or  Personal  Chech.  Allow  H  I 
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J  Canada  orders  must  be  In  U.S,  dollars.  Visa  ■  MasterCard    COD.         ' 


^^TERPRIZES    0"EIOVEOUH  CUSTOMERS) 

BOX  550,  BARRINGTON,  ILLINOIS  600(0 
Phono  312/382-5244  lo  ordtr 


80  COLUMN  PRINTER  SALE— $149.00 


COMSTAR  T/F 

Tractor 
Friction 


Printer 


** 


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75  Day  Free  Trial  -180  Day  Immediate  Replacement  Warranty 


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•  Word  Processing    •  Print  Labels,  Letters,  Graphs  and  Tables    •  List  Your  Programs 
Print  Out  Data  from  Modem  Services    •  "The  Most  Important  Accessory  for  Your  Computer" 


•STX-80  COLUMN 
PRINTER— $149.00 

Prints  lull  80  columns.  Super  silent 
operation,  60  CPS,  prints  Hi-resolution 
graphics  and  block  graphics,  expanded 
character  set,  exceptionally  clear 
characters,  fantastic  print  quality,  uses 
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80  CPS  PRINTER— $199.00 

The  COMSTAR  T/F  (Tractor  Friction) 
PRINTER  is  exceptionally  versatile.  It 
prints  8'fi"  x  11"  standard  size  single 
sheet  stationary  or  continuous  feed  com- 
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Premium  Quality— 120  CPS 

COMSTAR  T/F  SUPER-10X 

PRINTER— $289.00 

COMSTAR  T/F  (Tractor  Friction)  SUPER- 
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10"  carriage,  120  CPS,  9  x  9  dot  matrix 
with  double  strike  capability  (or  18  x  18 
dot  matrix  (near  letter  quality),  high 
resolution  bit  image  (120  x  144  dot 
matrix),  underlining,  back  spacing,  left 
and  right  margin  settings,  true  lower 
decenders  with  super  and  subscripts, 
prints    standard,    Italic,    block    graphics 


and  special  characters,  plus  2K  of  user 
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SUPER-10X  PRINTER  was  Rated  No.  1  by 
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15V  PRINTER  has  all  the  features  of  the 
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PRINTER  plus  a  1554"  carnage  and  more 
powerful  electronics  to  handle  larger 
ledger  business  forms!  Exclusive  bottom 
paper  feed!! 


PARALLEL  INTERFACES 

For  VIC-20  and  CO M-64— $49.00 
For  All  Apple  Computers— S79. 00 

NOTE:     Other     printer     interfaces     are 

available  at  computer  stores! 


Double 

Immediate  Replacement 

Warranty 

We  have  doubled  the  normal  90  day  war- 
ranty to  180  days.  Theretore  if  your 
printer  fails  within  "180  days"  from  the 
date  of  purchase  you  simply  send  your 
printer  to  us  via  United  Parcel  Service, 
prepaid.  We  will  IMMEDIATELY  send  you 
a  replacement  printer  at  no  charge, 
prepaid.  This  warranty,  once  again, 
proves  that  WE  LOVE  OUR 
CUSTOMERS! 


J  Add  $17.50  for  shipping,  handling  and  insurance.  WE  DO  NOT  EXPORT 
TO  OTHER  COUNTRIES  EXCEPT  CANADA. 

■  Enclose  Cashiers  Check,  Money  Order  or  Personal  Check.  Allow  14  days 
!  for  delivery,  2  to  7  days  for  phone  orders,  1  day  express  mail!  Canada 
"  orders  must  be  In  U.S.  dollars.  VISA  —  MASTER  CARD  ACCEPTED.  We 
I  ship  C.O.D. 


PM~|fPRPR|7Pfi    rWE  LOVE  OUR  CUSTOMERS) 

BOX  550,  HARRINGTON,  ILLINOIS  60010 
Phona  312/382-5244  to  order 


SUPER-10"  ABCDEFGH  I  JKLMNOPQRSTUVWXYZ 

flBCDEFGHIJKUINOPaRBTUVWXYZ  1234367590 


Cf  ffstimeforyour 
computer  to  grow  up. 


VIC-20  EXPANDER  SALE! 

LIST 

SALE 

•  8K  RAM  MEMORY  EXPANDER 

$  69.95 

$39.00 

(Free  $16.95  Game) 

•   16K  RAM  MEMORY  EXPANDER  "CARDCO" 

$  99.00 

$49.00 

(Free  $29.95  Adventure  Game) 

•   24K  RAM  MEMORY  EXPANDER 

$159.00 

$59.00 

(Free  $29.95  Adventure  Game) 

•   32K  RAM  MEMORY  EXPANDER 

$199.00 

$75.00 

(Expands  to  total  memory  to  57K  (57,000  bytes) 

•   3  SLOT  "CARDCO"  SWITCHABLE  EXPANDER  BOARD 

$  39.95 

$29.00 

•   6  SLOT "CARDCO"  SWITCHABLE "CARDCO" 

RIBBON  CABLE  EXPANDER  BOARD  (Lifetime  warranty) 

$  99.00 

$49.00 

•   40-80  COLUMN  BOARD 

$  99.00 

$59.00 

•  "CARDCO"    PARALLEL  PRINTER  INTERFACE 

$  99.00 

$69.00 

VIC-20 
WORD  PROCESSOR  SALE 

1.  "Write  Now"  Word  Processor  Cartridge!  (Better  than  Quick  Brown  Fox)  No  disk  drive  or 
cassette  player  needed!  Just  plug  in  the  "Write  Now"  cartridge.  Easy  to  use  and  learn,  has  all  the 
professional  features:  margin  settings,  editing  word  wrap,  scrolling,  search  and  replace,  center- 
ing, page  numbering,  user  defined  characters,  ascii  code  set  that  allows  use  of  all  printer 
features!!  Includes  a  powerful  mailmerge  for  mailing  lists!  List  $39.95  Sale  $34.95. 

2.  "H.E.S.  Writer"  Word  Processor  Cartridge!  Full  screen  editing,  scrolling  up  and  down,  word 
wrap,  left  and  right  justification,  centering,  page  numbering,  screen  text  preview  and  more!  List 
$39.95.  Sale  $24.95. 

3.  "Total  Text"  Word  Processor  creates  professional  documents!  Features  include  page  number- 
ing, right  and  left  margins,  paragraph  control,  upper/lower  case,  full  screen  editing,  footnotes, 
etc.!  <8K  Ram  required)  Tape  List  $34.95.  Sale  $19.95. 

4.  "Total  Labels"  Mailing  List!  Keep  and  print  mailing  list  labels  with  ease.  Add  change  and 
delete  labels,  alphabetize,  option  to  select  any  part  of  list.  (8K  Ram  required)  Tape  List 
$24.95.  Sale  $14.95. 


Ada  S3 00  for  postage  Add  $6  00  tor  CANADA  PUERTO  RICO  HAWAII  < 

orders  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES  | 

Enclose  Cashiers  Check,  Money  Order  or  Personal  Chech    aiidw  i*  | 
days  for  delivery,  2  to  7  days  tor  phone  orders.  1  day  express  mail' 
Canada  orders  must  be  in  U  S   dollars   We  accept  Visa  ano  Master 

Card     We  ship  COD  ' 


>t  ouHi'usrowtHs 


ENTERPRIZES 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/382-5244  to  order 


®  SANYO  MONITOR  SALE!! 


9"  Doto  Monitor 


80  Columns  x  24  lines 
Green  text  display 
Easy  to  read  •  no  eye  strain 
Up  front  brightness  control 
High  resolution  graphics 
Quick  start  -  no  preheating 
Regulated  power  supply 
Attractive  metal  cabinet 
UL  and  FCC  approved 


•  15  Day  Free  Trial  -  90  Day  Immediate  Replacement  Warranty 


9"  Screen  -  Green  Text  Display 
12"  Screen  -  Green  Text  Display  (anti-reflective  screen) 
12"  Screen -Amber  Text  Display  (anti-reflective  screen) 
14"  Screen -Color  Monitor  (national  brand) 
*PLUS  $9.95  for  Connecting  Cable. 

Display  Monitors  From  Sanyo 

With  the  need  for  computing  power  growing  every  day,  Sanyo  has 
stepped  in  to  meet  the  demand  with  a  whole  new  line  of  low  cost,  high 
quality  data  monitors.  Designed  for  commercial  and  personal  com- 
puter use.  All  models  come  with  an  array  of  features,  including  up- 
front brightness  and  contrast  controls.  The  capacity  5  x  7  dot 
characters  as  the  input  is  24  lines  of  characters  with  up  to 
80  characters  per  line. 

Equally  important,  all  are  built  with  Sanyo's  commitment 
to  technological  excellence.  In  the  world  of  Audio/Video,  Sanyo  is 
synonymous  with  reliability  and  performance.  And  Sanyo  quality  is 
reflected  in  our  reputation.  Unlike  some  suppliers,  Sanyo  designs, 
manufactures  and  tests  virtually  all  the  parts  that  go  into  our  products, 
from  cameras  to  stereos.  That's  an  assurance  not  everybody  can 
give  you! 


*$  69.00 
*$  99.00 
*$  99.00 
*$249.00 


•  LOWEST  PRICES*  15  DAY  FREETRIAL*  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


I  Add  110.00  for  shipping,  handling  and  Insurance.  Illinois  residents  1 
I  please  add  6%  tax.  Add  J20.00  tor  CANADA,  PUERTO  RICO,  HAWAII  | 
|  orders.  WE  DO  NOT  EXPORT  TOOTHER  COUNTRIES.  j 

I  Enclose  Cashiers  Check.  Money  Order  or  Personal  Check.  Allow  14  | 
j  days  for  delivery,  2  to  7  days  for  phone  orders,  1  day  express  mall!  | 


Canada  orders  musl  be  In  U.S  dollars.  Visa  ■  MasterCard  •  CO.D 


! 


ENTERPRIZES  (we love ouH customef,s> 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/382-5244  to  order 


ONE  CALL  GETS  IT  ALL! 


TELECOMMUNICATIONS  SALE!$49 


Make  a  connection! 

for  Commodore 
VIC-20  and  64 


J& 


REACH  OUT  AND 
ACCESS  SOMEONE 


Wander  the  wires  of  bulletin  board 
systems  gathering  information  and 
making  new  computer  friends! 


DELUXE  40  CHARACTER  MODEM  SALE  $49.00 

•  Saves  on-line  time;  Easier  to  read! 

•  Direct  connect,  originate/answer,  half  and  full  duplex! 

•  Terminal  program  (tape  included)  Disk— Add  $5.00! 

•  One  year  free  access  to  CompuServe,  2  hours  free  on-line  time! 

•  15  day  free  trial  —  180  day  free  replacement  warranty! 

•  Instruction  manual! 

80  COLUMN  TERMINAL  CARTRIDGE  SALE  $59.00 


IList  S99.00) 


•  No  cassette  or  disk  drive  needed! 

•  VIC-20  40-80  Column 

•  COM-64  80  Column  Board 


$59.00  (List  $99.00) 
$99.00  (List  $199.00) 


Converts  your  computer  screen  to  40  or  80  columns! 
You  can  add  a  40-80  column  word  processor,  mailmerge 
and  electronic  spreadsheet  for  only  $24.95  (tape  or  disk). 


SMART  64  MODEM  PROGRAM  SALE  $26.95 


(Lis!  S39  95/ 


One  key  password  automatic  entry! 

On-line  alarm  timer! 

Prints  out  all  information  received! 

Record  and  send  programs  on  disk! 

Use  with  Protecto  40-80  column  terminal! 


(DISK) 


-  LOWEST  PRICES  •  1 5  DAY  FREE  TRIAL  •  90  DAY  FREE  REPLACEMENT  WARRANTY 
•  BEST  SERVICE  IN  U.S.A.  •  ONE  DAY  EXPRESS  MAIL  •  OVER  500  PROGRAMS  •  FREE  CATALOGS 


Ada  13  00  lor  poslage  Add  J6  00  lot  CANADA  PUERTO  RICO  HAWAII  • 

orders  WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES  | 

Enclose  Cashiers  Check.  Money  Older  or  Personal  Check   Alio*  14  | 

days  lor  delivery.  2  to  ?  days  tor  phone  orders,  1  day  express  mail1  J 

Canada  orders  mgsl  be  in  US.  dollars   We  accepl  Visa  and  Master  j 

Card     We  ship  C.O.D  ' 


f  NTERPRIZES  weloveourcustomersi 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312/3B25244  to  ordw 


VIC-20 

Cartridge 

Games 


Factory  Clearance 

CREATIVE 
SOFTWARE 

No.  1  Seller  In  U.S.A. 


>H?nRIIT7 


Astroblifz     — 

(Like  Defen- 
der.) Voted  No. 
I  computer 
game  overall  by 
Creative  Com- 
puting! Fon- 
tastic  copy  of  an 
arcade  classic. 
Destroy  alien  saucers  and  gun 
towers  while  avoiding  enemy 
objects  that  float  by.  List  $34,95. 
Sale  $7.95. 


Serpentine     — 

Awarding  win- 
ning game. 
Avoid  hostile 
red  snakes  and 
lay  your  young 
while  getting 
food  to  keep 
you  alive.  Fan- 
tastic strategy  game  that  has 
become  a  classic.  List  $34.95. 
Sale  $7.95. 


Priced 

Below 

Cost 


Apple  Panic  —  The  fast 

action  computer  game 
hit  now  comes  to  the 
VIC-20.  You  must  dig 
traps  in  the  brick  floor 
and  wait  for  the  wander- 
ing apples  to  fall  in. 


Rat  Hotet  —  Here  you  get  to  play  the 
rat.  Running  and  jumping  from  floor 
to  floor  in  Hotel  Paridisimo  you  must 
eat  whatever  you  find  but  Waldo  the 
maintenance  man  has  set  many 
traps  for  you  that  you  must  avoid. 
Plus  Waldo  has  an  atomic  elevator 
that  let's  him  jump  several  floors  at 
once.  See  if  you  can  get  to  the  bot- 
tom before  Waldo  does  you  in.  Fantastic  graphics 
and  sound.  List  $34.95.  Sale  $9.95. 

Spills  &  Fills  —  How  much  is  too 
much?  How  much  isn't  enough?  With 
this  original  concept  educational 
game  designed  for  grade  schoolers 
through  high  school  students,  you 
can  develop  ratio  and  perspective 
skills.  With  three  exciting  and 
challenging  skill  levels,  this  program 
presents  new  and  ever-changing 
challenges  for  the  inquisitive  mind.  Sale  $9.95. 

Trashman  (Better  than  Pacman).  Dash  for  the  trash 
and  pick  up  CASH! ! !  List  $29.95.  Sale  $9.95. 


Then  simply  beat  them 
on  the  head  to  push  it 
through  and  destroy  the 
apple.  Otherwise  the 
opple's  will  roll  right 
over  you  and  kill  you. 
(Fast  action.)  List  $34.95. 
Sale  $7.95. 

Terraguard  —  Your  mission  is 
to  destroy  the  aliens  before 
their  ship  has  a  chance  to  land. 
Move  your  base  along  the 
ground  and  shoot  up  at  them. 
List  S34.95.  Sale  $9.95. 


While 

They 

Last 


Video    Mania    —    You're    in    an 

open    field    and    strange    alien 

creatures  are  roaming  all  over.  If 

you   stand   still   too   long,    they'll 

collide  with  you,  causing  instant 

annihilation.   Your  only  defense^! 

is    to    destroy    them    by    throwing    your    electronic, 

football-shaped  alien  zapper  at  them.  Sale  $9.95. 


Household  Finances  —  This  4  part 
program  will  take  care  of  all  your 
family's  finances.  Record,  change 
and  delete  expense  and  income 
items  from  16  categories,  monthly 
ond  yearly  totals  are  easily  graphed 
and  even  a  budgeting  progrom  to 
help  you  clamp  down  on  excessive 
spending.  List  $34.95.  Sole  $9.95. 


ENTERPRfZES  we LOvt ouB costo,,,ebs' 

BOX  550,  BARRINGTON.  ILLINOIS  M0 10 
Phone  312/3425244  to  order 


Add  13  00  lor  postage  Add  16  00  lor  CANADA  PUERTO  RICO  HAWAII      < 
orders   WE  DO  NOT  EXPORT  TO  OTHER  COUNTRIES  | 

Enclose  Casruers  Check.  Money  Order  or  Personal  Cneck   Allow  14      | 
days  lor  delivery   2  lo  7  days  lor  phone  orders.  I  aay  eipress  mail' 
Canada  orders  must  be  in  US   dollars   We  accept  Vrsa  ana  Master- 
Card    We  ship  C  O.D 


POWER  BASIC 


One -Touch  Keywords 


Mark  Niggemann 


This  powerful  programming  utility  puts  52  of 
the  most  common  BASIC  keywords  at  your 
fingertips.  For  the  VIC-20  and  Commodore  64. 


The  less  time  spent  typing,  the  more  time  you 
have  for  programming.  "One-Touch  Keywords" 
lets  you  use  any  of  the  letter  keys  in  combination 
with  either  the  SHIFT  or  Commodore  key  to  in- 
stantly print  a  BASIC  keyword  on  the  screen.  For 
example,  instead  of  typing  GOSUB,  you  can  hold 
down  SMI  FT  and  press  G,  and  GOSUB  will  appear 
as  if  you  had  typed  the  whole  statement.  See  the 
table  for  a  list  of  all  the  keywords  available. 

Which  Computer? 

This  utility  works  on  both  the  VIC  and  64.  It  ini- 
tially detects  which  computer  is  being  used  and 
then  modifies  itself  as  necessary.  These  modifica- 
tions are  POKFd  right  after  the  relocation  adjust- 
ments. 

To  detect  which  machine  the  program  is  run- 
ning on,  PEEK  65532,  a  ROM  address.  If  this  loca- 
tion contains  a  value  of  34,  the  program  is  being 
run  on  a  VIC.  Otherwise,  it's  on  a  64.  This  is  an 
easy  way  to  detect  which  machine  you  are  working 
with  and  can  be  used  in  any  program  designed  to 
work  on  both  the  VIC  and  64. 

A  final  checksum  routine  {lines  710-750)  is 
included  to  aid  in  finding  any  errors  in  the  machine 
language  data.  After  you  run  the  program  once, 
type  RUN  700  and  the  program  will  check  your 
typing.  Recheck  the  DA'I'A  statements  if  you  get 
an  error  message.  This  final  checksum  is  added 
insurance  to  the  line-by-line  checksum  provided 
by  the  "Automatic  Proofreader." 

Activating  The  Keywords 

The  program  is  a  BASIC  loader  which  moves  the 

1 1 2     COMPUTEI's  Gazottc    June  1 964 


machine  language  from  DATA  statements  into 
the  upper  part  of  free  memory.  It  also  protects  the 
machine  language  from  interference  by  BASIC. 

To  activate  the  machine  language,  you  must 
type  SYS  followed  by  the  number  given  as  the  on/ 
off  address,  then  press  RETURN.  The  one-touch 
keywords  will  remain  enabled  even  after  the 
RESTORE  key  has  been  pressed.  To  disable  the 
keywords,  SYS  the  on/off  address  again. 

See  program  listing  on  page  175. 


Keywords 

Key 

SHIFT 

Commodore 

A 

PRINT 

PRINT* 

B 

AND 

OR 

C 

CHRS 

ASC 

D 

READ 

DATA 

E 

(.IT 

END 

F 

FOR 

NEXT 

C 

GOSUB 

RETURN 

H 

TO 

STEP 

I 

INPUT 

INPUT* 

J 

GOTO 

()\ 

K 

DIM 

RESTORE 

L 

LOAD 

SAVE 

M 

MIDS 

LEN 

Ni 

INT 

RND 

O 

OPEN 

CLOSE 

P 

POKE 

PEEK 

Q 

TAB* 

SPC( 

R 

RIGHTS 

LEFT$ 

s 

STRS 

VAL 

T 

IF 

THEN 

U 

TAN 

SQR 

V 

vtRin 

CMD 

w 

DEF 

FN 

X 

LIST 

1  Kl 

Y 

SIN 

COS 

2 

RUN 

SYS 

m 

TELSTAR  64 

Sophisticated  Terminal  Communications  Cartridge  for  the  64. 

*PF0*  10D  WD  CP  D1  D2  BELL  12:30:00  10:14:36 

(TELSTAR's  Status  Line) 

Don't  settle  lor  less  than  the  best! 

•  Upload/Download  to/from  disk  or  tape. 

•  Automatic  File  Translation, 

•  Communicates  in  Industry  Standard  ASCII. 

•  Real-Time  Clock  plus  Alarm  Clock. 

•  Line  editing  capability  allows  correcting  and  resending  long  command  lines. 

•  9  Quick  Read  (unctions 

•  Menu-driven. 

•  Similar  to  our  lamous  STCP  Terminal  package. 

•  Works  with  Commodore  Modems  and  supports  auto-dialmg. 

The  best  feature  is  the  price  —  only  S49.95  (Cartridge  and  Manual) 


Machine  Language  Monitor  Cartridge 

for  the  CBM  64 

More  lhan  20  commands  allow  you  lo  access  the  CBM  64's  Microprocessors 
Registers  and  Memory  Contents.  Commands  include  assemble,  disassemble. 
registers,  memory,  transfer,  compare,  plus  many  more. 

Someday  every  CBM  64  owner  will  need  a  monitor  such  as  this. 

Cartridge  and  Manual  —  S24.95 


8K  in  30  Seconds 

for  your  VIC  20  or  CBM  64 

if  you  own  o  ViC  20  or  o  CBM  £4  ond  nave  oeen  conce*n  w 
OOO^r  nn#  high,  cost  of  a  Oisk  to  store  you  programs  or, 
wor'v  vourseif  no  longer  Now  there's  me  GABB*  The  RABBIT 
comes  m  a  cartridge  and  a'  o  much,  rnucli  lows'  prfCft 
ttion  f he  averoge disk  And  spaed     this  js  one fasl  RABB'T 
With  1  no  RABBlfyou  can  toad  and  store  on  yojr  CBM 
oaiasetle  on  6K  pfogrom  m  olrrost  M  seconds,  composed 
lo  thocurrenl  3  minutesol  a  VIC  20  or  CBM  64  almas-  as 
tastasihe  1541  aisk  drive 

Tne  fJABB^T  is  &osy  lo  install,  allows  one  to  Append 
Bq5>c  PrograTS,  works  wittl  or  w-rnout  Expansion 
Memory,  ana  previous  two  data  file  mooes  The 
RABBIT  ii  not  on  jy  fosl  but  Te4mfcte 
fTne  QoDtxi  br  the  V'C  22  cantons  on  eipans*on  con  ■ 
nedc  10  yoy  con  irnuttanoousty  use  your  rreTO'v  Boa'd 


$39.95 


MAE 


NOW 
THE  BEST 
FOR  LESS! 


$59,95 


For  CBM  64,  PET,  APPLE,  and  ATARI 

Wow,  you  can  hove  rhe  same  profession aiiy  designed  Macro 
Assembler >Ed:lor  as  used  On  Space  Shuttle  projects 

•  Designed  to  i  mprovg  Progra  mmer  Productivity 

•  Similar  syntax  and  commands  -  No  need  to  reieorn  peculiar 
syntaxes  and  commands  when  you  go  from  PET  to  APPLE  to 
ATARI 

•  Co'esidenl  AssempierVEdiic/  ■  Wo  need  to 'ood  the  Editor  then 
the  Asserr.bier  fhen  the  Editor  etc 

•  Alio  includes  Word  Processor  nwocaimg  Leader,  and  mi 
n  c * 

■  foa-ertul  tditor  Macros.  ConOiSionoi  and  imeroctive 
Assembly,  and  Auto  -  zero  poge  aad'essi^g 
SNlnc*  convinced  send  foau-freesoec  sneer1 


3239  Linda  Dr. 
Winston-Salem.  N.C.  27106 
(919)924-2889  (919)748-8446 
Send  for  free  catalog! 


MasterCard , 


SUPERTAX 


Get  Supertax  by  Rockware  Data 
and  get  the  jump  on  your 
1984  Income  Tax  Planning 


THIRD  SUCCESSFUL  YEAR!  •  THOUSANDS  ALREADY  IN  USE! 

Use  SUPERTAX  personal  income  tax  programs  to  calculate  your  tax  liability  now  and  have  plenty  of 
time  to  make  year-end  investment  decisions  to  improve  your  position.  SUPERTAX  was  specifically 
created  for  Commodore  64  users  by  a  practicing  CPA  with  a  Master's  degree  in  tax  accounting. 
Highly  acclaimed  by  tax  pros,  CPA's  and  tax  preparers,  SUPERTAX  is  easy  to  understand  and  a 
pleasure  to  | work  with. 


•  SUPERTAX  is  fully  sere  en- prompted  and  includes 
a  manual  loaded  with  valuable  tax  information, 
instruction  and  guidance, 

•  SUPERTAX  instantly  recalculates  your  entire  return 
when  you  change  any  item. 

•  SUPERTAX  prints  directly  on  IRS  forms. 


•  SUPERTAX  DATA  can  be  stored  on  a  diskette. 

•  SUPERTAX  updates  are  available  at  50% 
discount  to  registered  SUPERTAX  owners. 

•  SUPERTAX  is  an  essential  addition  to  your 
personal  software  library— best  of  all  its  tax 
deductible, 


FOR  TAX  PLANNING 
Using  either  screen  or  printer  output.  SUPER- 
TAX generates  clear  and  concise  summaries  of 
Page  1  and  2  and  Schedule  A  of  FORM  1040 
allowing  you  to  see  at  a  glance  and  to  quickly 
comprehend  your  tax  situation.  This  program 
also  prints  an  OVERALL  SUMMARY  ol  the 
return  showing  Adjusted  Gross  Income. 
Itemized  Deductions,  Taxable  Income,  Regular 
Tax  and  Payment  Due  or  Refund — all  ol  which 
are  calculated  by  the  program.  SUPERTAX  also 
calculates  the  moving  expense  deduction, 
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much  more.  Input  is  fast  and  easy  and  changes 
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makes  lax  planning  a  breeze. 


FOR  RETURN  PREPARATION 
SUPERTAX  PRINTS  THE  INCOME  TAX 
RETURN:  This  program  pnnis  page  1 ,  page  2 
of  the  FORM  1040,  Schedules  A,  B,  W  and  G 
(income  averaging)  ol  the  FORM  1040  as  well 
as  FORM  3468  (investment  tax  credit)  on 
standard  IRS  government  forms  or  on  blank 
computer  paper  for  use  with  transparencies. 
Any  item  of  input  can  be  changed  in  seconds 
and  the  entire  return  is  automatically  recalcu- 
lated to  instantly  rellect  the  change. 


NOTE:  Printing  on  Qovowmenl  lorms 
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CALCULATION 

This  program  calculates 
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included  is  a  stand  alone 
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schedule  using  bolh  the  old  rules  and  the 
new  ACRS  rules.  Outpul  from  the  depreciation 
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MACHINE  LANGUAGE  FOR  BEGINNERS 


RICHARD  MANSFIELD,  SENIOR  EDITOR 


Indirect  Addressing 


This  month  we'll  take  time  out  to  answer  a  ques- 
tion which  came  in  the  mail: 

Q.:  I  hope  you'll  go  over  indirect  indexing  again. 
Why  is  it  important?  I  found  it  hard  to  absorb  at 
first. 

A:  Everyone  does.  It's  one  of  those  things 
which — once  you  know  how  to  do  it — is  easy  to 
use  and  even  obvious.  But  everyone  I've  ever 
known  who  learned  machine  language  has  had  to 
puzzle  this  one  out.  It's  an  addressing  mode,  a  way 
of  sending  a  byte  from  one  place  in  the  computer 
to  another. 

There  are  various  ways  to  send  these  bytes, 
various  addressing  modes  you  can  choose  from. 
Like  BASIC'S  POKE  1024,65,  machine  language 
(ML)  can  also  send  the  number  65  to  the  first  RAM 
memory  cell  of  the  screen  on  a  Commodore  64. 
ML  could  do  it  in  this  fashion: 

LDA  #65     (load  the  accumulator  with  65) 

STA  1024    (store  the  accumulator  at  address  1024) 

That's  the  Absolute  addressing  mode.  It's 
straightforward.  Load  it,  store  it. 

Making  A  Bank  Shot 

Yet  there  are  other  ways,  other  addressing  modes, 
which  send  a  byte  from  the  accumulator  to  a  target 
address.  What's  often  called  Indirect  Indexed 
addressing  (I  like  to  call  it  Indirect  Y)  is  not  as 
straightforward  as  Absolute  addressing.  You  load 
it,  and  bounce  it  off  a  zero  page  pointer.  This  idea 
does  take  a  few  minutes  to  learn,  but  it's  a  funda- 
mental and  very  powerful  ML  programming  tech- 
nique. You  should  study  it,  play  with  it  until  you 
master  it.  It's  like  a  bank  shot  in  basketball:  you 
make  a  basket  by  bouncing  the  ball  off  the  back- 
board. In  other  words,  it's  an  indirect  shot: 

114     COMPUTE!'*  Gazette    June  1984 


LDA  #65 

LDY#0 

STA  (253),Y    (253  is  a  zero  page  backboard  off  which 

the  65  bounces.  Such  two-byte,  zero  page  locations 

are  called  pointers.) 

The  confusing  part  is  how  253,  even  enclosed 
in  parentheses,  sends  that  65  up  to  1024.  The 
parentheses  and  the  ,Y  are  just  symbols  that  alert 
an  assembler  program  to  use  the  Indirect  Y  ad- 
dressing mode.  An  assembler  is  to  machine  lan- 
guage what  BASIC  is  to  BASIC  programs:  it  inter- 
prets and  creates  a  series  of  instructions  that  the 
computer  can  follow. 

But  why  253?  What's  special  about  this  zero 
page  address  that  causes  bvtes  to  go  to  1024  in- 
stead of  5000  or  8992?  The  answer  is  that  Indirect 
Y  addressing  is  a  two-step  process:  First  you  must 
put  the  target  address  (1024  in  our  example)  into 
whatever  two  bytes  in  zero  page  that  you  plan  to 
use  as  a  pointer.  In  other  words,  you  put  the  1024 
into  addresses  253  and  254  yourself  before  you  can 
STA  (253),  Y  and  have  bytes  bounce  up  to  1024. 

Position  Matters 

So  far,  so  good.  But  how  do  you  set  up  an 
address  pointer?  The  6502  chip  expects  all  such 
addresses  to  be  stored  into  two  consecutive  bytes 
and  it  wants  the  higher  byte  in  memory  of  this  pair 
to  hold  a  number  that  is  to  be  multiplied  by  256. 
The  lower  byte  in  memory  will  hold  any  remainder 
left  over  after  the  multiplication.  Thus,  in  our 
example  above,  the  number  in  cell  253  will  be  the 
remainder  and  the  number  in  254  will  be  what's 
multiplied  by  256.  The  position  of  the  two  numbers 
in  the  pointer  is  important.  How  would  you  set 
up  a  pointer  to  hold  the  address  15?  It  would  be: 
15  0.  Nothing  is  multiplied  by  256.  How  about 
storing  the  number  1024? 


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Preparing  The  Pointer 

To  set  up  any  address  pointer,  you  first  divide  the 
number  by  256  to  get  the  higher  byte  {usually  called 
the  "most  significant  byte,"  or  "MSB").  1024/256  =  4. 
So  1024  would  be  stored:  0  4.  There  is  no  remainder 
in  this  case,  That  is,  address  253  above  would  con- 
tain a  0  and  address  254  would  contain  a  4.  Using 
an  assembler,  you  would  set  up  this  pointer  by: 

LDA  #0     (Load  A  with  the  LSB,  the  least  significant 

byte) 
STA  253 

LDA  #4     {the  MSB) 
STA  254 

What  would  a  pointer  to  1025  look  like?  1  4. 
And  1027wouldbe34.  Such  pointers,  fortunately, 
do  not  need  to  be  calculated  often  in  a  normal  ML 
program.  But  when  you  need  them,  they're  quite 
useful.  The  easiest  way  to  figure  out  how  to  set 
up  a  pointer  is  to  use  a  calculator.  Put  in  the 
number,  divide  by  256,  subtract  the  integer,  and 
multiply  by  256.  Let's  practice  it: 

Enter  1027  and  then  divide  it  by  256.  You  get 
4.01 171875.  The  integer,  the  whole  number  to  the 
left  of  the  decimal  point,  the  4,  is  our  MSB.  jot  it 
down.  Then  subtract  it  from  the  answer  to  leave 
the  fractional  part,  .01171875.  Now  to  get  the  LSB, 
just  multiply  this  fraction  by  256.  There's  the  3. 


I 


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On  most  calculators,  vou'll  need  to  enter  1027   ■*■ 
256  =   -  4   =   X  256   = . 

By  now,  all  this  bother  seems  hardly  worth 
it.  Why  not  just  LDA  65:STA  1024?  If  that  one 
load  and  store  is  all  you're  doing,  Absolute  ad- 
dressing is  the  easier  and  faster  way.  On  the  other 
hand,  loops  and  such  greatly  benefit  from  the 
Indirect  Y  addressing  mode.  What  if  you  wanted 
to  check  the  first  256  screen  RAM  cells  for  the 
letter  A?  It  would  be  swift  and  effective  to  store  0 
and  4  into  253  and  254  and  then: 

1000LDY#0 

1002  LDA  (253),  Y 

1005  CMP  #65    (is  it  the  letter  A?) 

1007  BEQ  1020     (if  so,  go  do  something  in  response) 

1009  INY     (otherwise,  raise  the  index  and  look  at  the 
next  cell) 

1010  BNE  1002    (branch  back  to  the  start  of  the  loop 
unless  Y  resets  to  zero.) 

1013  do  something  here  which  shows  that  no  A  was 
found. 

1020  do  something  here  which  shows  that  we  did  find 
an  A. 

Notice  the  INY.  It's  the  secret  of  the  power  of 
Indirect  Y  addressing.  The  value  of  Y  is  added  to 
the  pointer.  Therefore,  you  can  address  any  cell 
within  a  256-byte  range  by  just  changing  the  value 
ofY.  1024  becomes  1025,  1026,  1027... quickly, 
with  each  INY.  DEY  would  work  in  the  opposite 
direction. 

200  LDAs 

Imagine  using  Absolute  addressing  to  accom- 
plish this  same  task: 

1000  LDA  1024 

1003  CMP  #65 

1005  BEQ  990  found  it,  so  branch. 

1007  LDA  1025  didn't  find  it,  so  keep  on  looking. 

1010  CMP  #65 

1012  BHQ  990 

1014  LDA  1026... and  so  on,  198  more  times! 

One  final  note:  You  can't  use  just  any  zero 
page  pair  of  memory  cells  to  store  your  pointers. 
You  have  to  share  this  first  256  bytes  with  your  64 
or  VIC's  BASIC  and  with  its  operating  system. 
They  put  their  pointers  into  zero  page  for  the  same 
reason  that  you  will. 

If  you  don't  use  a  tape  drive,  locations  165-177 
are  safe  to  use.  Even  if  you  do  use  tape,  you  can 
store  things  there  if  you  don't  load  or  store  any- 
thing to  or  from  tape  while  the  ML  program  is 
running.  Most  of  the  ML  you'll  write  won't  involve 
loading  or  storing  during  the  execution  of  a  pro- 
gram anyway,  so  165-177  are  normally  available. 
And  addresses  251-254  are  always  safe. 

//  you  have  any  questions  or  topics  you'd  like  to 
see  covered  in  this  column,  please  write  to:  Machine 
Lan^ua^e  For  Beginners,  P.O.  Box  5406,  Greensboro, 
NC  27403. 


THOUGHTFUL 

EDUCATIONAL 

PROGRAMS 


i  ;*■ 


BEC i 


C-M  VIC  20  ATARI 


CREATIVITY  SERIES 

MY  BOOK 


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Page  after  page  can  be  saved.  But  the  fun  isn't  over 

yet!  Your  child  can  PRINT  the  book  on  almost  any 

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"The  goal  of  Boston  Educational  Computing  is  to 
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"In  its  Child  Development  Series,  BECi  (pro- 
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*Computes!'s  Gazette,  January  84 

J,.       .  ALPHA-BECi    Ages:  2  and  up 

nrlBB  An  a|pnabe,  pr0gfam  wjth  26  screens,  each 

featuring  a  capital  and  small  letter  and  an  object, 

"For  a  child,  watching  the  colorful  objects  appear  on 

screen  is  like  opening  a  present."" 

(VIC-20  only). 


••' 


NUMER-BECi    Ages:  2  and  up 
I  Number  identification  and  color  and  shape 


grouping.  Five  levels  and  adjustable  timing. 


?  ADD/SUB 


Ages:  5  and  up 


X 


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Optional  objects,  carries  and  borrows,  decimal  points 
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at  a  time. 

MULT-BECi    Ages:  7  and  up 

Multiplication.  Up  to  four  digits  in  multiplier 
and  multiplicand.  Answers  entered  from  right  to  left. 
one  digit  at  a  time. 

TAPE:  $19.95     DISK:  $24.95 

If  ordering  directly  from  BECi,  add  5%  (or  $2.00  mini- 
mum) for  shipping, 
BOSTON  EDUCATIONAL  COMPUTING,  INC. 

Dept.  Q 

78  Dartmouth  Street 

Boston,  MA 021 16 

(617)536-5116 


Dealer  Inquiries  invited 

t 

Charge  cards  and  phone  orders  accepted. 


i  i 


"  i 

-J    !U— 

^ — ^n> 

nests  off  to  ci 

machine  language 

teaching  system 

that  works. 

Machine  language  programming  isn't  easy,  but  you 
don't  have  to  be  a  genius  to  learn  it.  Despite  what 
you  may  think  after  getting  lost  in  umpteen  "How 
to  program  the  6502"  books.  Let  your  Commodore 
64  teach  it  to  you. 

The  Visible  Computer:  6502  is  an  award- 
winning  blend  of  text  and  software  that  thousands 
have  used  to  master  the  elusive  skills  of  machine 
language. 

It's  an  animated  simulation  of  the  6502  micro- 
processor that  lets  you  see  with  your  own  eyes  how 
the  6502  works.  You'll  be  using  it  as  a  debugging 
tool  for  years  to  come. 

It's  a  tutorial.  The  150  page  manual  Is  more 
than  just  instructions  on  running  the  simulator  — 
it  may  just  be  the  best  book  on  machine  language 
ever  written. 

It's  30  demonstration  programs  you'll  work 
through  with  the  6502  simulator,  from  simple  regi- 
ster loads  to  advanced  graphics  programs. 


The  Visible  Computer:  6502 

'  Send  me  The  Visible  Computer:  6502  for  Com- 

Imodore  64  (requires  disk  drive).  I've  enclosed 
S39.95  plus  S2.50  postage  and  handling. 

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I 


File  Copier 


Martin  Engert 


"File  Copier"  is  a  BASIC  utility  that  lets  you 
transfer  riles  from  one  disk  to  another  using  a 
single  drive  without  worrying  about  starting 
addresses  or  machine  language.  For  the  VIC-20 
and  Commodore  64. 


"File  Copier"  can  help  those  who  want  to  copy 
sequential  or  program  files  from  one  disk  to 
another,  but  have  only  a  single  disk  drive  and  no 
machine  language  monitor.  Since  the  program  is 
written  in  BASIC,  it's  a  bit  slow.  But  one  advantage 
of  this  program  over  a  machine  language  monitor 
when  transferring  machine  language  programs  is 
that  you  don't  have  to  know  the  initial  address  or 
length  of  the  program  to  be  transferred. 

File  Copier  works  on  both  the  VIC-20  and 
Commodore  64,  The  program  first  resets  the  top 
of  BASIC  pointers  to  reserve  IK  of  memory  for 
itself.  The  remaining  memory  is  used  to  store 
your  file  temporarily.  VIC  users  should  make 
sure  enough  memory  is  available  for  this  purpose 
before  running  the  program.  Any  amount  of  ex- 
pansion memory  can  be  added  if  necessary.  Each 
byte  of  your  file  is  then  read  from  disk  using  the 
GET#  command  and  POKEd  into  free  memory. 
Then  you  insert  the  new  disk  and  the  program 
writes  these  bytes  onto  it  using  PRINT#.  After 
the  file  is  copied,  the  top  of  BASIC  pointers  are 
restored  to  normal. 

Screen  instructions  are  provided  within  the 
program  for  easier  use. 


File  Copier 

10  POKE251,PEEK(52) 

20  POKE52 , PEEK ( 44 ) +4 : POKE56 , PEEK{  5 

30  PRINT"{CLR;RUN  THIS  PROGRAM  TO" 

40  PRINT "COPY  A  PROGRAM  OR" 
50  PRINT "SEQUENTIAL  FILE  FROM" 
60  PRINT "ONE  DISK  (THE  SOURCE" 
70  PRINT "DISK)  TO  ANOTHER  (THE' 
80  PRINT "DESTINATION  DISK)." 
90  PRINT "INSERT  SOURCE  DISK." 
100  M=256*PEEK(52) 

118     COMPUTES'*  Gazette    June  1984 


; rem  49 
2) :CLR 
:rem  89 

;rem  175 

:rem  106 

irem  133 

: rem  30 

:rem  73 

: rem  253 

srem  57 

.rem  191 


110  OPEN15,8,15  :rem  32 

120  PRINT"WHAT  IS  THE  NAME  OF"    : rem  203 
130  PRINT "THE  FILE  OR  PROGRAM" s INPUTFS 

j  rem  83 
140  T?="P":PRINT"WHAT  IS  THE  FILE  TYPE" 

i rem  252 
150  PRINT" {P  FOR  PROGRAM,  S  FOR"  :  rem  68 
160  PRINT"F1LE)"  : rem  177 

170  INPUTT?  srem  160 

180  OPEN2,8,2,F$+", "+T$+",R"      : rem  128 
190  INPUT#15, E, E$,X,X: IFE<>0THENPRINTE$ :C 
LOSE2sGOTO120  srem  134 

200  GET#2,A$sIFA$=""THENA$=CHRS{0):rem  90 
210  POKEM+J,ASC{A?) i J=J+1 ; IFST=0THEN200 

: rem  66 
220  CLOSE2  : rem  60 

230  PRINT"INSERT  DESTINATION"     srem  125 
240  PRINT"DISK  AND  PRESS  {RVS} RETURN" 

srem  228 
250  PRINT"TO  COPY." 
260  GETC$sIFC$<>CHR$(13)THEN260 
270  PRINT"PRESS  ( RVS ) RETURN {OFF} 


srem  116 
:  rem  6 

IF  YOU" 
i  rem  7 

srem  111 

:rem  146 
srem  77 

srem  128 


280  PRINT "WANT  TO  KEEP  THE  NAME 

290  PRINTF$ 

300  INPUT"FILE  NAME  ";F$ 

310  OPEN2,8,2,FS+", "+TS+",W" 

320  INPUT#15,E,ES,X,X:IFE<>0THENPRINTE$sC 

LOSE2sGOTO300  srem  129 

330  FORK=0TOJ-liPRINT#2,CHR$(PEEK(M+K) ) j  s 

NEXT  trem  7 

340  CLOSE2sCLOSE15  srem  85 

350  POKE52,PEEK(251) s POKE56 , PEEK( 251 ) ;CLR 

srem  145  63 


COMPUTER  ROAD  ATLAS 


TAKE  TRIPS  WITH  COMPUTER 
LISTINGS  SHOWING  THE 

BEST  ROUTE 


ROADSEARCH 
MAP 


Enter  the  departing  city  and  the  destination  city    ROADSEARCH  computes  the 
shortest  route  Prints  miles,  time,  lust  and  more 

ROAD5EAHCH  contains  a  roadmap  of  406  eilies/road  junctions  and  70.000  road 
miles   ROADSEARCH- PL  US  (estra  cost)  also  contains  a  ROADMAP  DEVELOP- 
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road  junctions  anywhere  m  North  America. 
EASY  TO  USE.  Bach-up  conies  allowed.  Scecily  Commodore-64/disk  or  Apple  Wile. 

Al  I  Columbia  SotlW  are  carries  a  15  DAY  MONEYBACK  GUARANTEE. 

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Real  computing  at  appetizing  prices. 


Inventory  64.:"  An  easy-to-use 
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track  complete  and  complex  invento- 
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units  of  measure,  Update  prices,  re- 
orders, sales,  entire  stocks,  A  power- 
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64  PAK"  A  self-teaching  sampler 
packaged  10  menu-driven  programs, 
ideal  as  an  introduction  tocomputing. 
Or  compute  your  iife  expectancy, 
your  mortgage  payments,  even  learn 
the  language  of  the  deaf,  plus  a  lot 
more.  Only  $19.95*.  on  tape; 
$24.95*.  on  disk. 


PractiFile""  A  fully  professional  file 
manager  for  your  Commodore. 
PractiFile  can  handle  mailing  list 
entries  by  the  thousands.  You  can 
change  records,  numbers,  methods 
of  filing,  and  a  great  deal  more.  Plus, 
it's  easy  to  use.  Only  $54,95"  on  disk 


PraetiCalc"  64.  The  most  powerful 
spreadsheet  available  for  a  home 
computer-al  the  least  cost.  Track 
investmenls.  inventories,  expenses. 
Project  profits.  Make  charts.  Keep 
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Now  you  can  do  real,  honest-to-goodness  computing  at  computer-game  prices.  Computer  Software 
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All  programs  are  easy  to  work  with  right  on  the  screen,  from  self-teaching  instant  software  that  tracks  your 
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Of  course,  if  it's  games  you  want,  we've  got  them  too.  But  if  you're  look-  ^m^m  *ris22i 
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Exclusively  distributed  by  Micro  Software  International,  Inc.  •  The  Silk  Mill,  44  Oak  St..  Newton  Upper  Falls,  MA  02164  -  {617}  527-7510 
"Prices  are  suggested  retail;  actual  retail  prices  may  vary.  (01984  Computer  Soliware  Associates,  Inc  Commodore  64"*,  trademark  ol  Commodore  Business  Machines,  Inc. 


HINTS&TIPS 


Appending 
Sequential  Disk  Files 


John  S.  Winn 


If  you've  discovered  a  clever,  timesaving  tech- 
nique, or  a  brief  but  effective  programming 
shortcut,  send  it  to  "Hints  &  Tips,"  c/o  com- 
puted gazette.  If  we  use  it,  we'll  pay  you  $35. 


Sequential  files  are  lists  of  things— phone  num- 
bers, addresses,  names,  or  other  data — kept  on  a 
disk.  They  are  similar  to  tape  files  (which  are  also 
sequential)  because  they  keep  the  information  in 
the  same  order  it  is  entered.  The  first  item  written 
into  the  file  will  be  the  first  one  to  come  out  when 
a  program  reads  the  file. 

It's  easy  to  write  BASIC  programs  to  construct 
such  lists.  But  how  do  you  add  new  information 
to  the  end  of  a  sequential  file? 

The  1541  disk  drive  user's  manual  suggests 
two  possible  solutions.  The  first  is  to  read  the 
whole  file,  add  the  new  data,  and  write  the  file 
out  again.  The  longer  the  file,  the  more  time  it 
takes,  which  can  be  rather  annoying.  Or,  perhaps 
you  could  switch  to  random  access  files,  at  a  con- 
siderable cost  in  programming  effort. 

A  simpler  method  is  available,  but  it's  not 
mentioned  in  the  user's  manual,  and  thus  is  not 
widelv  known.  The  operating  system  on  Commo- 
dore's PET  and  CBM  series  (with  BASIC  4.0)  in- 
cludes an  APPEND  command.  The  VIC  and  64 
versions  of  BASIC  do  not  recognize  this  command, 
but  your  1541  disk  drive  does.  And  it's  simple  to 
use. 

Normally,  when  you  want  to  write  a  sequen- 

120     COMPWEVsGazottc    June  19B4 


tial  file,  you  use  OPEN  1,8,8,  "filename,S,W" 
(the  S  means  Sequential  and  W  means  Write),  To 
read  the  file,  replace  the  W  with  an  R.  The  method 
for  appending  uses  a  similar  form.  If  you  want  to 
add  to  a  file  which  already  exists,  just  use  OPEN 
1,8,8,  "filename,A"  (A  for  Append). 

The  following  short  programs  demonstrate 
this  useful  command.  First  we'll  write  a  new  file 
containing  the  first  ten  letters  of  the  alphabet. 

10  OPEN 1,8, 8," ALPHABET, S,W" 

20  AS="ABCDEFGHIJ" 

30    TORJ=1TO10 

40    PRINT#l,MID$(A?,a,l) r 

50    NEXT 

60    CLOSE1 

RUN  the  program.  The  red  light  on  your  drive 
should  blink  on,  indicating  the  file  is  being  written. 
Then,  append  to  this  file  the  next  ten  letters  of  the 
alphabet,  using  the  A  (Append)  in  the  OPEN 
statement.  Change  lines  10  and  20: 

10  0PEN1,8,8, "ALPHABET, A" 
20  AS="KLMNOPQRST" 

RUN  the  program  again  and  the  new  data 
will  be  added  to  the  file.  Now  read  the  file  to 
doublecheck  that  the  technique  worked.  Type 
NEW  and  enter  this  short  program. 

10  0PEN1, 8, 8,  "ALPHABET", S,R" 

20  FORI=1TO20 
30  GET#1,A? 
40  PRINTA$ 
50  NEXT 
60  CLOSE1 


UNDI=I?WXRI 

Software  that's  priced  UNDER  the  competitions1 


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Just  for  YOul 

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Continental  Home  Accountant  (D) , .  547 
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Timowks  Electrons  Checkbook  (DSC)  S19 
Timeworks  Monoy  Manager  (DSC) ...  (19 

rimawoms  Swifta*  (D) S3? 

Creative  Household  Finance  (D) $23 

Creative  Household  Finance  (C). .  .  $19 
HesWare  Finance  Manager  (0) , . .  . .  $49 
Cardco  Tax  Survival  Rag  ram  (D)  .   . .  133 

Blue  Sky  Script  64 (D)  . . . . $49 

Cordco  Wile  New'  (D) S39 

Timewxks  Word  Wnte*  (D) 539 

On-Une  HomeWord  (D) $39 

Creative  Joe's  Write*  (D)  $42 

Heswote  OmniWiter  a  Spell  (D) $49 

Blue  Sky  Script  64  &  Spell  (D) $69 

WordPro  3  Plus  SpeliRight  (D) $69 


ItosWote  Multtpton  (D) $75 

HesWare  Omnicate  (D) $37 

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MSI  PracliFile  (D) S39 


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Spinnaker  Delta  Dfawing  (CI)  $26 

DoltoMusc  (CI)  $26 

I  tosware  Synthesound  (D) S19 


EE55EU 

SPINNAKER  LEARNING  FUN 

Ail  Color  Caves  (ct}  ages  3-6 $26 

Alphabel  Zoo  (ct)  ages  3-8 $23 

Face  Maker  (ct)  ages  3-8 $23 

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Bubble  Burst  (ct)  ages  4-8 $24 

Grandma  s  House  (D)  ooes  4-8 . .  $23 

Story  Moch.ne  (cl)  Qgos  5-9 $26 

tancn  west  (ct)  ages  5-10 $26 

Fraction  fever  (cl)  ages  7-12  ........  $23 

JukeBox  (ct)  oges  S-aduli $26 

Aegean  Voyage  Jot)  ages  8-odult . . .  $26 

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Crypto  Cube  ages  8  a  up $29 

Spolllcopler  ages  6  8:  up $29 

Geotr  Creator  ages  4-8  $29 

Math  Maie  ages  6-11 $29 

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Logo  Robot  ages  10  &  up $17 

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HoiWara  Turtle  Graphics  II  (ct) $39 


COMMODORE  64  Cont'd, 

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HesWare  Graphics  Basic  (CI) 539 

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HesWare  HES  FONT  (CT) $16 

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Bluo  Sky  Last  One  (D) $79 

Qluo  Sky  80  Column  (D) $29 

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Blue  Sky  64  Statistics  (D)  $29 

Bluo  Sky  Super  Basic  (D)  . .  $29 

BluS  Sky  Add  On  Baste  (D) $29 

Blue  Sky  Super  Copy  (D) $29 


Cyrnbol  General  Ledger  (D)  $45 

Cymbal  Accounts  Ftocoivaole  (D)  ...  545 

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Cymbal  Inventory  Control  (G) 545 

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Epyn  Dragon  Uidets  e»  Bam  (DSC)  525 

Epyx  Silicon  Warrior  (CT) 525 

Epyx  Pitsrop  (CT) 527 

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Lpy*  Upper  Reaches  (D&C) 516 

[pyx  Jumpman  Junior  (CT) $27 

Sublogie  Rnboll  (D&C)  520 

Brodorbuno  Choplitler  (CT) 527 

Sublogie  Bight  Simulator  $27 

Sega  Congo  Bongo  (CT) $25 

Sega  Star  Trek  (CT)  $25 

Sega  Buck  Rogers  (CI) $25 

Acess  Beach  Head  (D&C) $23 

Avalon  Hi]|  Te»enGuord  (C) $15 

Avaton  Hill  B-1  Fiomoe*  (C) $12 

Qeative  Crisis  Mountain  (CI) 525 

Synapse  Fort  Apocalypse  (D&C) $22 

Synapse  Blue  Mai  (D&C) S22 

Synapse  ?eopolin  (D&C) 522 

Synapse  Sentinel  (D8iC) 522 

Synapse  2AXXON  (L18C) S2fl 

ScroonPlay  Pago  Joe  (DSC) $19 

Screenplay  Asylum  (D&C) 523 

Screenplay  K.  Uston  Blackjack  (D)  ...  $57 

Suick  Silva  Ring  Power  (D&C) $23 

Huick  Silva  AquaPlane  (D) $23 

FarkerQ'KRT(CI) ' $39 

Parker  Popoyo  (CT) $39 

Parker  Frogger  (CT) $39 

Ra!koiS*arWars(CI)  $39 

Paiker  James  Bond  00/ (Cl)     .  $37 

hisi  Star  Bouidet  Dosii  (D&C) .  $25 

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n   il  .■:■  Houseno'a  Rl 

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532 

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519 

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524 

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ATTENTION  ALL 

COMMODORE  64,  VIC  20, 

and  PET  OWNERS! 

A  complete  self-tutoring  BASIC  programming  course 
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1 22     COMPU  TEl's  Gaieite    J  u  n  c  )  984 


When  you  RUN  this  program  you  should  see 
all  20  letters  on  the  screen.  It  works. 

There  are  a  couple  of  things  you  should  be 
aware  of  when  you  use  this  new  command.  First, 
you  cannot  use  the  A  command  to  open  a  file  for 
the  first  time.  The  file  must  already  exist — yoti 
have  to  use  OPEN  1,8,8" filename, S,W"  before 
appending.  If  you  want  to,  you  can  create  an 
empty  file  with  a  CLOSE  1  immediately  after  the 
OPEN  statement.  You  can  then  use  the  A  com- 
mand within  your  BASIC  program. 

Second,  if  you  use  a  lot  of  appends,  disk  space 
can  be  used  up  more  quickly  than  normal,  due  to 
a  quirk  in  the  append  command.  Think  about  the 
file  created  by  the  two  programs  above.  It  is  short 
(containing  only  20  characters)  and  should  use 
only  one  block  on  the  disk.  But  if  vou  call  up  the 
directory  (LOAD"S",8  followed  by  LIST),  you 
will  notice  that  ALPHABET  uses  two  blocks.  This 
is  because  the  A  command  puts  the  new  data  at 
the  beginning  of  a  brand  new  block.  Even  if  you 
append  only  one  item,  it  will  use  up  a  whole  block. 
If  you  append  often,  you  may  start  to  lose  free 
disk  space. 

The  answer  to  the  second  problem  is  to  read 
in  the  whole  file,  scratch  the  old  sequential  file, 
and  write  a  new  one,  a  process  we  originally 
wanted  to  avoid.  But  at  least  you  won't  have  to 
do  it  every  time  you  append.  <Q 


CodePro-64  (c>  1983.  SMA 

Overview 

0  —  Using  Code  Pro  -64 

1  —  CBM-64  Keyboard  Review 

BASIC  Tutorial 

Z  —  Introduction  to  BASIC 
3  —  BASIC  Commands 
&  —  BASIC  Statements 

5  —  BASIC  Functions 

Graphics  &  Music 

6  —  Keyboard  GRAPHICS 

7  —  Introduction  lo  SPRITES 
3  —  SPRITE  Generator 

9  —  SPRITE  Demonstrator 
A  —  Introduction  to  MUSIC 
B  —  MUSIC  Generator 
C  —  MUSIC  Demonstrator 

Other  Options 

K  —  Keyword  Inquiry 

R  —  Run  Sample  Proa  rams 


Select  Ctiolca  or  hit  fT  tor  Default 


A  new  concept 
in  interactive  visual 
learning. 

CodePix>-64" 


Now  you  can  learn  to  code  in  BASIC  and 
develop  advanced  programming  skills  with 
graphics,  sprites  and  music — visually.  You 
learn  by  interacting  with  CodePrr>64,  a  new 
concept  in  interactive  visual  learning. 
SEE  PROGRAM  EXECUTION 

Imagine  actually  seeing  BASIC  state- 
ments execute.  CodePro-64  guides  you 
through  structured  examples  of  BASIC  pro- 
gram segments.  You  enter  the  requested  data 
or  let  CodePro-64  do  the  typing  for  you.  (It 
will  not  let  you  make  a  mistake.) 

You  step  through  and  actually  see  the 
execution  of  sample  program  statements  by 
simply  pressing  the  space  bar.  CodePro-64 
does  the  rest.  You  see  statements  with  cor- 
responding^riap/w'cs  and  variable  value 
displays. 

EXTENSIVE  TUTORIAL 

CodePro-64's  extensive  tutorial  guides 
you  through  each  BASIC  command,  pro- 
gram statement,  and  function.  You  get  clear 
explanations.  Where  appropriate,  you  invoke 
Basic  View  to  see  examples  execute  and 
watch  their  flow  charts  and  variables  change. 

By  seeing  graphic  displays  of  program  seg- 
ment execution  you  leam  by  visual  example. 
You  team  faster  and  grasp  programming 
concepts  easier  wilh  CodePro-64  because 
you  immediately  see  the  results  of  your  input. 

You  control  your  learning.  You  can  go 
through  the  tutorial  sequentially,  or  return  to 
the  main  menu  and  select  different  topics,  or 
use  keywords  to  select  language  elements  to 
study.  You  can  page  back  and  forth  between 
screens  within  a  topic  at  the  touch  of  a  func- 
tion key. 

Once  you  have  practiced  and  mastered  the 
BASIC  language  elements  you  move  on  to 


more  advanced  concepts.  You  leam  about 

sprite  and  music  programming. 

SPRITE  GENERATOR 
&  DEMONSTRATOR 

CodePro-64's  sprite  generator  lets  you 
define  your  own  sprites  on  the  screen.  You 
leam  how  to  define  sprites  and  what  data 
values  correspond  to  your  sprite  definitions. 
(You  can  then  save  your  sprite  data  toa 
diskette  file  for  use  in  your  own  programs.) 
You  can  easily  experimentwkh  different 
definitions  and  make  changes  to  imme- 
diately see  the  effects. 

We  also  help  you  leam  to  program  with 
sprites  by  giving  you  a  sprite  denionstratorso 
you  can  see  the  effect  of  changing  register 
values.  You  can  experiment  by  moving  your 
sprite  around  in  a  screen  segment,  change  its 
color  and  see  the  effects  of  your  changes.  You 
leam  by  visual  examples, 

MUSIC  GENERATOR 
&  DEMONSTRATOR 

Our  Music  Generator  and  Music  Demon- 
stratorwltt  provide  hours  of  instruction  and 
creative  enjoyment.  From  the  beginning  of 
your  instruction  you  can  compose  simple 
tunes  on  the  screen  using  the  generator. 
Once  you've  completed  a  composition  you 
can  save  the  tune  and  its  associated  SID 
parameters  to  a  diskette  file.  Our  music  sam- 


OUR  GUARANTEE 

We  guarantee  your  satisfaction.  You 
must  be  satisfied  with  CodePrr>64  for 
theCommodore-64.  Try  it  for  10  days 
and  if  for  any  reason  you  are  not  satisfied 
return  it  to  us  (undamaged)  for  a  full 
refund.  No  risk. 


pie  program  can  be  used  alone  or  incorpo- 
rated into  your  own  programs  to  read  the 
saved  music  die  and  replay  your  songs. 

Our  music  demonstrator  lets  you  experi- 
ment'with  various  combinations  of  music 
programming  parameters  and  hear  the 
results .  Al  I  you  do  is  enter  rows  o  f  SI  D 
parameters  on  the  screen  to  create  a  particu- 
lar sound.  Then  you  hear  each  sound  by 
playing  the  "keyboard organ  "in  real  time  as 
you  shift  from  row  to  row  of  SI  D  parameters. 
By  seeingyour  input  and  hearing  the  result 
you  quickly  leam  how  to  create  new  musical 
sounds  and  special  sound  effects. 

Whether  you're  a  beginni  ng  programmer 
or  an  experienced  professional ,  CodePro-64 
will  help  you  improve  you  Commodore  64 
programming  skills.  We're  sure  because 
CodePro-64  was  developed  by  a  team  of  two 
professionals  with  over  25  years  of  software 
development  experience. 

CodePto-64  is  a  professional  quality  edu- 
cational program  for  the  serious  student  of 
personal  computing.  And  it's  fully  guaran- 
teed. Order  yours  today. 

HOW  TO  ORDER 

Order  your  copy  of  CodePro-64  today  by 
mail  or  phone.  Send  only  $59.95  plus  $3.00 
shipping  and  handling  to: 

SYSTEMS  MANAGEMENT  ASSOCIATES 

3700  Computer  Drive,  Dept.  C-l 
Raleigh,  N.C.  27609 

Available  on  diskette  only,  MasterCard/- 
VI SA  accepted.  For  faster  service  on  credit 
card  orders,  call  toll  free  1-800  SMA-RUSH. 
(1-800-762-7874).  Dealer  inquiries  invited 

Commodore  64  is  a  trademark  of  Commodore  Business 
Machines.  Inc. 


PRMrW 


SYSTEMS 

MANAGEMENT 

ASSOCIATES 


VICreations 


Dan  Carmichael,  Assistant  Editor 


Software  For  The  VIC 


In  this  month's  column,  we'll  look  at  some 
new  games  and  educational  programs  for  the 
VIC-20. 


Commercial  software  for  the  VIC-20  has  decreased 
as  of  late.  That  is  not  to  say  that  the  popularity  of 
the  VIC  has  also  lessened.  Nor  does  it  indicate 
that  support  for  the  VIC  is  waning.  With  the  in- 
troduction of  the  Commodore  64  and  other  com- 
puters, a  greater  area  is  being  covered  bv  software 
companies.  However,  there  are  still  many  good 
games,  educational  programs,  and  applications 
being  offered  for  the  VIC.  Well  look  at  a  few  of 
the  better  ones  here, 

Educational  Programs 

Type  Attack,  from  Sirius  Software,  is  a  novel  typing 
tutor  program.  Usable  by  all  ages,  it  teaches  letter 
recognition  and  keyboard  familiarity.  Because  the 
typing  speeds  can  be  set  from  J  to  99  words  per 
minute,  Type  Attack  can  help  improve  the  tech- 
niques of  novice  and  expert  typists  alike. 

The  program  contains  three  lesson  options: 
Character  Attack,  Word  Attack,  and  Lesson 
Maker.  Character  Attack  teaches  character  recog- 
nition, Word  Attack  teaches  word  recognition, 
and  the  last  option  allows  you  to  set  up  your  own 
lessons. 

Type  Attack  offers  more  than  many  other  typ- 
ing tutors  in  that  it  plays  like  a  game.  You  learn 
and  have  fun  at  the  same  time.  Based  on  a  Space 
Invaders  theme,  the  letters  and  words  drop  from 
the  sky.  The  player  blasts  them  (and  defends  the 
earth)  bv  pressing  tlie  appropriate  key  or  keys. 
The  action  can  become  so  fast  and  furious  that 
even  the  youngest  child's  attention  can  be  held.  If 
your  software  needs  include  a  typing  tutor,  I 
strongly  recommend  this  one. 

Kindercomp,  from  Human  Engineered  Soft- 
ware, is  a  collection  of  learning  games  for  children 
ages  3  to  8.  Four  of  the  games  arc  Names,  Se- 
quence, Letters,  Match. 

■Names  allows  you  to  type  in  the  child's  name, 
which  is  then  displayed  on  the  screen  a  number 
of  different  ways. 

Sequence  presents  a  line  of  numbers  in  se- 

124     COMPUTE!'*  Gazette    Juno  1984 


The  Mutch  option  front  Kindercomp. 


quential  order  followed  by  a  question  mark.  The 
child  is  then  asked  to  supply  the  next  number  in 
the  sequence.  A  right  answer  is  rewarded  with  a 
smiling  face,  and  three  correct  answers  in  a  row 
produce  a  colorful  screen  display  with  sound. 

Letters  displays  a  single  letter  on  the  screen, 
then  asks  the  child  to  type  the  same  letter  on  the 
keyboard.  Right  answers  are  rewarded  with  colors 
and  sounds. 

Match  familiarizes  the  child  with  shapes  and 
patterns.  A  pattern  of  three  shapes  appears  in  a 
box.  The  child  is  then  asked  to  identify  the  pattern 
by  matching  it  with  one  of  three  choices. 

All  of  the  games  feature  good  color  and  sound 
to  hold  the  child's  attention. 

A  Full-Featured  Word 
Processor 

Write  Now!)  from  Cardco,  is  a  word  processor  for 
the  unexpanded  VIC.  It  contains  many  of  the  op- 
tions you'd  expect  to  find  in  word  processors  de- 
signed for  computers  more  powerful  than  the  VIC. 

The  program  is  on  cartridge,  so  there's  no 
handling  of  fragile  diskettes,  or  lengthy  tape  cas- 
sette loads.  Other  advanced  features  include: 

•  Multiple  line  headers  and  footers. 

•  Ability  to  save  text  to  tape  or  disk. 


Skyblazer  offers  good  graphics  and  fast  action. 


An  arcade  classic  for  the  VIC,  Donkey  Kong. 


•  Options  for  sending  special  printer  codes. 

•  The  ability  to  recall  frequently  used  passages 
and  insert  them  into  your  text. 

•  Text  scrolling  up  or  down. 

•  Easy  insert  and  delete  modes. 

•  Block  commands  including  copy,  move, 
and  delete. 

•  Global  search,  which  allows  you  to  find 
and  replace  any  string. 

•  Optional  page  numbering  at  the  top  or  bot- 
tom of  the  page. 

•  Instruction  booklet  and  a  30-minute  audio 
cassette  instruction  course. 

All  you  need  is  a  disk  drive  or  cassette  (if  you 
wish  to  save  the  text). 

Games 

There  seems  to  be  no  shortage  of  games  on  the 
market  for  the  VIC.  Some  of  them  bear  no  men- 
tion. However,  there  are  many  that  play  well  and 
offer  hours  of  challenging  fun.  Here  are  a  few  of 
them: 

Skyblazer  is  a  "defender"  type  of  game.  It 
offers  smooth  horizontal  scrolling  plus  good 
graphics.  And  there's  plenty  of  action. 

The  object  of  the  game  is  to  successfully  com- 
plete the  five  missions,  or  game  levels.  The  first 
level  puts  you  on  a  bombing  run  to  destroy  enemy 
radar.  Once  this  is  destroyed,  your  next  missions 
include  attacking  the  enemy  tank  and  ICBM 
defenses.  After  you've  destroyed  the  primary 
defenses,  the  final  challenge  is  to  destroy  the 
enemy  headquarters.  And  that  is  not  easy. 

Skyblazer  contains  good  graphics  and  sound. 
Also  included  are  options  to  pause  the  game,  or 
adjust  the  positioning  of  the  screen  display.  Avail- 
able on  cartridge,  all  that  is  needed  is  your  VIC 
and  a  joystick. 


Donkey  Kong,  from  Atarisoft,  is  a  relatively 
accurate  version  of  the  arcade  classic.  The  object 
of  the  game  is  to  guide  Mario  through  the  steel 
girders  and  rescue  his  girlfriend  from  the  clutches 
of  a  gigantic  gorilla. 

The  game  offers  four  different  levels  of  play. 
While  climbing  upward,  you  must  avoid  the  roll- 
ing barrels,  firefoxes,  mad  springs,  and  cement 
piles.  Grabbing  the  magic  hammer  allows  you  to 
smash  the  rolling  barrels. 

The  game  is  challenging,  and  the  colors, 
sound,  and  smooth  graphic  animation  make  it  a 
fun  game  for  the  VIC.  Donkey  Kon$  is  available  on 
cartridge  and  requires  a  joystick. 

Lazer  Zone  is  a  fast-paced  shoot-'em-up  game. 
The  object  is  to  fend  off  the  attacking  VVarfiends 
of  Zzyzax.  You're  armed  with  two  rapidly  firing 
cannons.  The  cannons  are  located  at  the  bottom 
and  the  side  of  the  screen  and  each  moves  and 
fires  independently.  Maneuver  each  cannon  to 
shoot  and  destroy  the  invading  Zzyzaxians, 

Although  the  game  is  simple  in  theory,  it's 
fun  to  play.  The  action  is  nonstop,  and  the  sound 
effects  are  very  good. 

La zer  Zone  is  available  on  cartridge. 

Capture  the  Flag,  from  Sirius  Software,  is  a 
unique  game  in  which  you  maneuver  through  a 
maze  to  capture  your  opponent's  flag.  But  this  is 
not  the  usual  maze  game.  Instead  of  viewing  the 
field  of  play  from  the  top,  you  see  it  from  ground 
level.  This  produces  an  interesting  3-D  effect 
as  you  work  your  way  through  a  maze  of  walls 
towering  over  your  head. 

Game  options  include  a  pause  control  and  a 
feature  which  allows  you  to  toggle  the  labyrinth 
maps  on  or  off.  You  can  also  choose  to  play  defense 
(protect)  or  offense  (capture).  You  may  also  choose 
your  opponent — a  friend  or  the  computer. 

Although  the  3-D  screen  display  and  the  game 
action  make  this  one  of  the  best  games  I've  seen 

COMPUTEI's  Gazette    June  1984     125 


on  the  VIC,  it  does  have  one  inconvenience. 
Dreary  music  plays  throughout  the  game,  and 
the  instruction  manual  offers  no  way  to  switch  it 
off.  The  music  gets  monotonous  after  a  while,  but 
you  can  always  turn  your  volume  down. 

Capture  the  Flag  is  on  cartridge  and  requires  a 
joystick. 

Type  Attack  and  Capture  the  Flag 
Sir  his  Software 
10364  Rockingham  Dr. 
Sacramento,  CA  95827 
(916)366-1195 
$39.95  each 

Kindercomp  and  Lazer  Zone 
Human  Engineered  Software 
150  North  Hill 
Brisbane,  CA  94005 
(415)468-4111 
Kindercomp — $34.95 
Lazer  Zone— $29.95 

Write  Now! 

Cardco  Incorporated 

313  Matheivson  Ave. 

Wichita,  KS  67214 

(316)  267-6525 

$39.95 

Skybiazer 

Brdderbtmti  Software 

Entertainment  Software  Division 

17  Paul  Drive 


An  excellent  3-D  effect  in  Capture  The  Flag. 


San  Rafael,  CA  94901 

(415)479-1170 

$34.95 

Donkey  Kong 

Atarisoft 

1265  Borregas  Ave. 

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wf    Unlocking  the  power  of  computing    "^m 


126    COMPUTEI's  Gazelle    June  1984 


Scroll  64 


Peter  Marcotty 


A  window  can  make  a  static  screen  more  dy- 
namic. This  short  machine  language  routine 
gives  you  control  over  screen  scrolling  from 
within  BASIC  programs. 


Someone  spots  a  tornado  and  reports  it  to  the 
local  weather  bureau.  Your  television  beeps  and  a 
warning  moves  across  the  bottom  of  the  screen. 

How  would  you  create  that  effect  on  your  64? 
How  do  you  make  words  scroll  sideways? 

Scroll  Control  And  Windows 

When  you  LIST  a  program,  the  screen  fills  quickly. 
As  new  lines  appear,  the  screen  scrolls  from  bot- 
tom to  top  {everything  moves  up  a  notch). 

But  there  maybe  times  when  you  want  move- 
ment from  top  to  bottom,  or  right  to  left.  Or 
perhaps  you  want  some  information  to  stay  in 
one  section  of  the  screen  while  everything  else 
moves. 

You  need  a  screen  window.  Things  in  the 
window  move,  while  everything  else  stays  put. 
Some  new  computers,  such  as  the  Apple  Macin- 
tosh, have  built-in  windowing. 

"Scroll  64"  won't  turn  your  64  into  a  Macin- 
tosh, but  it  can  make  your  screen  displays  more 
dynamic. 

Asteroid  Belts  And  Invoices 

There  are  many  ways  to  creatively  use  screen 
windows  and  scrolling.  For  example,  scrolling  is 
common  in  certain  types  of  video  games.  You 
drive  a  car  on  a  road  that  moves  toward  you.  Or 
your  spaceship  at  the  bottom  of  the  screen  has  to 
shoot  at  descending  asteroids.  In  addition  to  the 
action  window,  there  is  usually  a  section  with 
information  about  your  current  score,  remaining 


fuel,  velocity,  and  so  on.  It  would  be  confusing  if 
your  score  moved  with  the  asteroids,  so  the  action 
of  the  game  is  put  in  a  window.  Your  score  goes 
somewhere  outside  the  window. 

Business  programs  can  benefit  from  win- 
dows, as  well.  You  might  want  a  command  line 
in  an  invoicing  program,  to  remind  the  user  of 
the  various  options.  The  window  would  cover  all 
of  the  screen  except  the  last  line,  which  says 
"Fl  =  Help  F3  =  New  F5  =  Help  F7  =  Continue." 
Everything  scrolls  on  the  screen  except  the  line  at 
the  bottom.  Another  possibility  is  a  product  list 
window  in  the  corner  of  the  screen.  When  the 
user  of  the  invoice  program  wants  to  look  up  a 
product  number,  the  window  opens  up  and  the 
list  scrolls  by. 

Customizing  Your  Programs 

Scroll  64  is  a  machine  language  program  which 
goes  into  memory  locations  49152-49528  ($C0U0- 
SC172),  It  does  not  use  any  BASIC  RAM.  The 
BASIC  loader  program  reads  the  DATA  state- 
ments and  POKEs  the  numbers  into  memory. 
When  the  ML  program  is  safe  in  memory,  type 
NEW  to  get  rid  of  the  loader  and  clear  RAM. 

To  use  it,  LOAD  and  RUN  Scroll  64,  type 
NEW,  and  then  LOAD  your  own  program.  To 
activate  it,  simply  SYS  49152.  It  scrolls  once  and 
returns  to  BASIC. 

Or,  if  you  prefer,  you  could  build  the  BASIC 
loader  into  your  program.  Renumber  the  lines 
(starting  at  60000,  for  instance),  add  a  RETURN, 
and  call  it  with  a  GOSUB  at  the  beginning  of  your 
program. 

Scroll  64  moves  a  certain  section  of  the  screen 
in  a  certain  direction,  along  with  the  correspond- 
ing color  memory.  These  memory  addresses  con- 
tain the  pertinent  information: 

COMPUWs  Gazette    June  J  984     127 


LOCATION  FUNCTION 

49522  Direction 

49523  Left  Boundary 

49524  Right  Boundary 

49525  Top  Boundary 

49526  Bottom  Boundary 

49527  Horizontal  Wrap 

49528  Vertical  Wrap 

Direction  is  the  way  in  which  the  screen 
scrolls.  To  change  it,  POKE  49522  with  one,  two, 
three,  or  four  (for  left,  right,  up,  or  down  respec- 
tively). The  boundary  values  define  the  size  of 
the  window.  Left  and  right  boundaries  can  range 
from  0  to  39.  Top  and  bottom  must  be  between  0 
and  24.  When  the  program  is  first  run,  a  five  by 
five  window  goes  in  the  top  left  corner. 

The  wrap  values  determine  what  happens  to 
characters  when  they  reach  the  edge  of  the  win- 
dow. You  can  make  them  disappear  or  wrap 
around  to  the  beginning.  POKE  49527  and  49528 
as  follows: 

Number  Effect 

0  Don't  wrap  around,  leave  a  trail 

1 

2 


Wrap  around 

Don't  wrap  around,  erase  trail 


To  activate  the  scroll  window,  SYS  49152. 
You  can  SYS  over  and  over,  changing  the  direc- 
tion, boundaries,  and  wrap  values  as  you  wish. 
Note  that  when  the  ML  routine  is  activated,  what- 
ever is  in  the  window  scrolls,  but  at  all  other  times, 
the  screen  acts  as  it  normally  does. 

Special  Loading  Instructions 

Enter  the  program  and  SAVE  it  before  you  test 
anything.  To  put  the  ML  into  memory,  type 

RUN  60 

The  computer  will  take  a  few  moments  to 
complete  the  POKEs.  As  added  insurance,  there 
is  a  checksum  routine  built  in.  Type  RUN  and  the 
values  in  memory  are  checked.  If  an  error  message 
appears,  check  the  DATA  statements.  Block  1 
includes  lines  5010-5050,  block  2  includes  lines 
5060-5100,  and  so  on.  If  you  find  a  mistake,  fix  it 
and  type  RUN  60  followed  by  RUN.  Remember  to 
SAVE  the  final,  debugged  version. 

There  is  one  thing  to  watch  out  for.  If  you 
decide  to  use  a  single  line  for  your  window,  you 
can  scroll  left  or  right,  but  don't  try  to  move  up  or 
down.  For  example,  if  you  set  the  top  boundary 
to  five  and  the  bottom  to  five,  you  can  scroll  line 
five  to  the  left  or  to  the  right.  But  try  to  scroll  up 
and  the  computer  crashes.  And  you  cannot  escape 
the  crash  with  RUN/STOP-RESTORE.  You  have 
to  turn  your  computer  off  and  then  on  again  (and 
lose  whatever  you  have  in  memory). 

Smoother  Scrolling 

Regular  scrolls  move  whole  characters.  It's  like 

128     COMPUTEI's  Gazelle    June  1984 


picking  up  a  letter  and  dropping  it  down  one  line. 
The  64  can  do  smoother  scrolls,  moving  char- 
acters a  pixel  at  a  time.  The  key  is  memory  loca- 
tions 53270  (horizontal)  and  53265  (vertical).  To 
do  smooth  scrolls,  use  these  formulas: 

POKE  53271),  <PEEK(53270) AN D248)  +  X 
POKE  53265,  (1T:EK(53265)AND248)  +  Y 

X  and  Y  can  be  any  numbers  from  0  to  7.  Once 
you've  gone  to  7  or  0,  you'll  have  to  do  a  regular 
scroll  and  reset  the  smooth  scroll  to  the  other  limit. 
Smooth  scrolling  can  make  an  action  game  look 
more  realistic — the  characters  don't  jump  around, 
they  slide. 

A  minor  annoyance  in  this  method  is  that 
while  the  screen  is  doing  a  smooth  scroll,  you 
may  see  small  gaps  at  the  edges.  You  can  get 
around  this  by  turning  off  bit  3  of  these  two  regis- 
ters; in  the  POKEs  above,  AND  with  240  instead 
of  248.  In  effect,  you  pull  the  border  in  a  notch, 
resulting  in  a  38  column  by  24  row  display  (instead 
of  40x25). 

Because  smooth  scrolling  affects  the  whole 
screen,  it  is  not  compatible  with  Scroll  64  windows. 
If  you  combined  the  two,  you  would  see  smooth 
scrolling  inside  the  window  and  jittery,  vibrating 
characters  outside  the  window.  To  fix  this  would 
require  a  high -res  screen,  customized  word 
sprites,  or  a  raster  interrupt  wedge. 

Sec  program  Iblings  on  page  176.  © 


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2465  Augustine  Dr.,  Santa  Clara.  CA  95051 


Tape  Data  Files 
For  VIC  And  64 


Brian  Prescott 


Storing  information  on  tape  files  can  free  up 
memory  for  BASIC.  The  sample  programs 
presented  here  show  how  to  set  up,  write  to, 
and  read  from  tape  files. 


Beginning  programmers  often  balk  at  writing  and 
reading  files  to  the  Datassette.  But  some  serious 
applications  require  the  use  of  the  same  data  in 
more  than  one  program,  or  several  sets  of  data 
with  the  same  program.  These  situations  call  tor 
data  files. 

Here's  a  trio  of  simple  programs  that  create 
data  tiles,  read  them  back,  and  display  the  con- 
tents. Not  only  will  they  help  you  grasp  the  tech- 
niques, but  you  can  also  use  them  to  create  files 
for  your  programs,  or  incorporate  them  into  your 
own  programs. 

The  first  two  programs  create  data  files.  Pro- 
gram 3  reads  the  files  and  prints  the  contents  to 
the  screen. 

Program  I  prompts  you  for  each  item.  It  then 
writes  the  items  onto  a  tape  file.  This  method  is 
convenient,  but  if  an  incorrect  entry  is  typed  in 
and  stored  on  tape,  the  only  way  to  correct  it  is  to 
create  a  new  file,  which  means  entering  all  the 
data  again. 

Program  2  solves  this  problem,  but  is  perhaps 
less  convenient.  To  use  it,  LOAD  the  program 
and  add  DATA  statements  at  lines  540-570. 
Running  the  program  creates  the  files. 

Creating  A  File 

The  programs  are  fairly  straightforward,  but  a 
few  comments  are  in  order.  The  first  program 

130    COMPUTE! "s  Gazette    June  1984 


asks  you  for  the  number  of  items  to  be  in  the  file, 
then  DIMensions  a  string  array  to  hold  them.  The 
filename  is  then  requested.  It's  best  to  use  a  name 
that  identifies  the  file.  Using  +  1  as  the  filename 
ends  the  program.  After  the  array  is  filled  and  the 
file  written  to  tape,  the  program  displays  the  con- 
tents on  the  screen.  You  could  modify  the  program 
to  allow  display  and  possible  editing  before  the 
file  is  created. 

The  second  program  does  the  same  job  in  a 
slightlv  different  way.  The  data  lines  must  be 
organized  properly  to  avoid  problems.  The  first 
data  item  will  be  read  as  the  filename,  so  be  sure 
the  filename  is  the  first  item  entered.  To  signal 
the  end  of  a  file,  use  -1.  This  is  included  at  the 
end  of  the  DATA  statements.  You  can  create  sev- 
eral files  at  one  time,  as  you  can  see  from  the  data 
included.  To  signal  the  end  of  data,  use  + 1 — this 
stops  the  program. 

To  see  what's  on  the  files,  RUN  Program  3. 
You  can  ask  for  any  file,  but  be  sure  to  rewind  the 
tape  to  some  point  before  the  file  you  want. 

Opening,  Filling,  And 
Closing  Files 

A  tape  file  is  like  a  desk  drawer.  First  you  open  it, 
put  something  in  or  take  something  out,  and  then 
close  it. 

In  the  first  two  programs  you  will  see  the 
statement  OPEN  1,1,1,  "filename".  The  three 
numbers  following  OPEN  serve  three  different 
purposes.  First  is  the  file  number.  You  can  pick 
any  number  from  1  to  127,  but  1  is  most  commonly 
used.  The  second  is  the  device  number.  Tape 


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drives  are  always  device  number  1  (usually  the 
screen  is  device  3,  a  printer  is  device  4,  and  a  disk 
drive  is  device  8).  The  final  number  is  the  secon- 
dary address.  A  1  here  means  "write  to  the  file." 
Thus,  OPEN  1,1,1  tells  the  computer  to  open  file 
number  1  on  the  cassette  drive  for  writing. 

Once  a  file  is  opened,  you  can  print  to  it.  In 
the  first  two  programs,  you  will  see  PRINT#l,data. 
PRINT#  works  like  PRINT,  except  that  if  you  use 
keyword  abbreviations,  a  question  mark  (?)  won't 
work.  Use  P-shift-R  instead,  followed  by  the  file 
number.  And  you  have  to  put  a  comma  between 
the  file  number  and  the  data  you  are  writing.  After 
you  finish  writing  the  file,  CLOSF  it. 

Opening  a  file  for  reading  is  similar,  except 
that  the  secondary  address  is  zero.  After  the  file  is 
open,  you  can  INPUT#  or  GET#  from  it.  You  can 
read  and  write  any  type  of  data — floating  point 
numbers,  integers,  or  strings. 

Since  the  size  of  a  data  file  can  vary,  it  is  ad- 
visable to  indicate  how  long  the  file  is,  or  where  it 
ends.  One  method  is  to  PRINT#  the  number  of 
records  as  the  first  item  in  the  file.  This  is  best 
when  you  are  setting  up  arrays.  The  computer 
reads  the  first  number  in  the  file,  then  DIMensions 
the  array.  Another  way  to  mark  the  length  of  a 
file  is  to  make  up  an  end-of-file  marker.  In  the 
sample  programs,  "-I"  acts  as  the  marker. 


Tape  Files  On  A  Disk  Drive? 

Knowing  the  basics  of  tape  files  is  helpful  if  you 
decide  to  buy  a  disk  drive.  There  are  a  variety  of 
ways  to  store  information  on  a  disk;  one  of  them 
is  very  similar  to  tape  files. 

Sequential  disk  files  store  information  in  the 
order  it  is  received  (tape  files  are  always  sequen- 
tial). To  transfer  information  from  tape  to  disk, 
simply  open  the  tape  file  for  reading,  open  a  se- 
quential disk  file  for  writing,  and  then  input  the 
data  from  tape,  print  it  to  the  disk,  input  more, 
print  more,  and  so  on  until  you  reach  the  end  of 

the  file. 

See  program  listing  on  page  176.  <Qf 


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INFORMATION  AND  ORDER  COUPON 


TOTLTEXT2,Q(VIC  +  8K) 
TOTL  TEXT  2.5  (VIC +I6K) 
TOTL.  LABEL  2.1  (VIC +  16K) 
TOTL  TIME  MGR.  2.1  (VIC  4  8K) 
RESEARCH  ASST.  2.0  (VIC  +  BK) 
TOTL.BUSINESS  3.0  ( VIC  +  24K) 
TOTL.TEXT  2.6  (C-64) 
TOTL  SPELLER  3  6 (-C64) 
TOTL.  LABEL  2.6  (C-64) 
TOTLTIMEMGR.2.6(C-64) 
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TOTL.  INFOMASTER  3.6  (C-64) 
TOTL  BUSINESS 3.6(C-64) 
BONUS  PAK  * 


I 
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SOFTWARE,  INC. 


TAPE 

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DISK 

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D  49.95 

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Check.  Money  Order  or 
COD  'alsoaccepied. 
"C  O.D  orders  52  DO 

eddithonal  (CA  residents 
add  Gvjtlt  sales  tax) 


Total 

CO-DCnargesrSalBsTax  . 

Shipping  &  Handling  . 

Amount  Enclosed  . 


53.00 


FOR  ORDERING  ONLY— CALL  OUR  TOLL  FREE  NUMBERS 
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Time  Management 

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VIC  5K  Emulator 


Glen  Reesor 


Some  programs  written  for  the  unexpanded 
VIC-20  do  not  run  properly  when  expansion 
memory  is  installed.  Often  the  only  solution 
is  to  switch  off  or  unplug  the  expander.  You 
can  save  wear  and  tear  on  your  memory  car- 
tridges by  using  the  technique  outlined  here, 
which  "emulates"  the  memory  layout  of  an 
unexpanded  VIC. 


Have  you  ever  encountered  the  problem  of  up- 
grading your  computer  system  in  such  a  way  thai 
most  of  your  programs  need  to  be  modified  to 
operate  properly?  I  had  such  a  problem  when  I 
bought  a  16K  expander  for  my  VIC-20. 

When  the  8K  or  16K  expander  is  in  place, 
screen  memory  moves  from  7680-8185  to  4096- 
4601,  color  memory  moves  from  38400-38905  to 
37888-38393,  and  the  start  of  BASIC  moves  from 
4096  to  4608.  Because  of  these  changes,  programs 
written  on  a  5K  VIC  that  have  POKEs  to  the  screen, 
POKEs  to  color  memory,  or  high-resolution 
graphics  will  not  operate  properly  with  an  8K  or 
16K  expander  in  place. 

Some  programs  use  the  formula  S  =  4*(PEEK( 
36866)AND128)  +  64*(PEEK(36869)AND112)  to 
locate  screen  memory.  Color  memory  can  be  lo- 
cated with  the  formula  C  =  37888 +  4*(PEEK( 
36866)AND128).  Using  these  two  formulas,  some 
programs  written  on  a  5K  VIC  will  work.  How- 
ever, depending  on  the  length  of  the  program, 
high-resolution  graphics  usually  will  not  work. 

Simulating  An  Unexpanded  VIC 

In  order  to  get  all  of  my  programs  (approximately 
70)  to  operate  with  a  16K  expander  in  place,  I  came 
up  with  two  alternatives — rewrite  all  of  my  pro- 
grams, or  develop  a  sequence  of  commands  to 


make  my  VIC  operate  like  a  5K  VIC.  Naturally,  I 
decided  on  the  second  alternative. 

To  make  my  VIC  emulate  a  5K  VIC,  I  had  to 
change  screen  memory,  color  memory,  the  start 
of  BASIC,  and  the  end  of  BASIC.  Changing  the 
start  of  BASIC  and  the  end  of  BASIC  was  easy; 
changing  screen  memory  and  color  memory  was 
the  hard  part. 

I  remembered  an  article,  "Alternate  Screens" 
(Home  ami  Educational  COMPUTING!,  Fall  1981),  that 
could  change  screen  memory  to  7168-7673  and 
the  color  memory  to  37888-38393  (for  the  5K  VIC). 
The  article  provided  some  commands  to  change 
the  screen  memory  back  to  7680-8185  and  the 
color  memory  back  to  38400-38905.  This  is  exactly 
where  we  want  the  screen  and  color  memory  to  be. 

Now  we  are  ready  to  change  the  VIC  with  an 
8K  or  16K  expander  into  a  5K  VIC. 

1.  Turn  your  VIC  off  and  then  on. 

2.  To  change  screen  and  color  memory,  type 
the  following: 

POKE36866, 150:POKE648, 30 :FORJ=217T0228 : PG 
KEJ,158:NEXT:FORJ=229TO250:POKEJ,159:NE 
XT 

After  you  press  RETURN,  the  screen  will 
become  a  mess  of  various  characters  and  colors.  If 
you  do  not  see  this,  you  probably  typed  Step  2 
incorrectly.  Go  back  to  Step  1.  If  you  typed  the 
line  correctly,  screen  memory  is  now  from  7680- 
8185,  and  color  memory  is  from  38400-38905  (nor- 
mal for  a  5K  VIC). 

3.  Press  RUN/STOP  and  RESTORE  simul- 
taneously to  clear  the  screen  and  get  a  cursor. 

4.  Now  change  the  start  of  BASIC  and  the 
end  of  BASIC  by  typing  the  following: 

P0KE44 , 16 : P0KE56 , 30 : POKE4096 , 0 : CLR: NEW 

The  first  POKE  changes  the  start  of  BASIC  to 
4096  (16*256).  The  second  POKE  changes  the  end 

COMPUTEI's  Gazette    Jonel9B4     133 


of  BASIC  to  7680  (30*256).  The  third  POKE  puts  a 
0  at  the  start  of  BASIC.  On  all  Commodore 
machines,  there  must  be  a  0  at  the  start  of  BASIC 
for  a  program  to  run.  "CLR:NEW"  clears  any 
variables  and  any  garbage  that  may  have  been  in 
the  program  area. 

Your  VIC  will  now  operate  like  a  5K  VIC. 
Almost  all  programs  written  for  a  5K  VIC  will 
now  operate  properly  with  an  8K  or  16K  expander. 
The  only  exceptions  are  those  few  programs  which 
manipulate  these  pointers  themselves,  or  which 
otherwise  tinker  directly  with  memory  layout. 
Even  many  machine  language  programs  will 
work.  (SI 


NEW  C-64 

SAIL  TO  AMERICA 

A  totally  new  computer  experience 

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NOTHING  ELSE  NEEDED. 
EASY  TO  USE.  VERSATILE. 

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SAVE,  GET  INPUT,  PRINT  CMD. 

OPEN,  CLOSE— EPROM  FILES! 

Our  software  lets  you  use  familiar  BASIC  commands  to 

create,  modify,  scratch  files  on  readily  available  EPROM 

chips .  Adds  a  new  dimension  to  your  computing  capability. 

Works  with  most  ML  Monitors  too. 

•  Make  Auto-Start  Cartridges  of  your  programs. 

•  The  promenade"  C1  gives  you  4  programming  voltages, 
2  EPROM  supply  voltages,  3  intelligent  programming 
algorithms,  15  bit  chip  addressing,  3  LED's  and  NO 
switches.  Your  computer  controls  everything  from  software! 
Textool  socket.  Anti-static  aluminum  housing. 
EPPOMS,  cartridge  PC  boards,  etc.  at  extra  charge. 


Some  EPROM  types  you  can  use  with  the  promenade" 

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In  California:  800-421-7748 


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560  Parrott  St.,  San  Jose,  CA  951 12 


fflQMBK? 


P.O.  Box  3354  Cherry  Hill,  N.J.  08034 

Toll  FREE  (800)  992-3300 

For  Information  Call  (609)596-1944 

Call  us  for  reliable  service,  experience  and  affordable  prices! 

FLOPPY  DISK 

Elephant  SS/DO  [10( '19.50 

Elephant  SS/SD  (101 -17.50 

Verbatim  SS/DO  (10) 'Call 

WORD  PROCESSING 

Paper  Clip '69 

Easy  Script *4B 

Word  Pro  64 "S8 

EZ  Spall         MS 

PROGRAMMING  SERIES 

Assembler  6*1 '39 

Logo  '69 

Pilot *45 

Simon  Baric ,,.,,,.,...,  '44 

Screen  Editor '19 

CPM  2.2  '68 

Nevado  Cobol '49 

ACCOUNTING 

Home  Accountant '47 

Tax  Advantage... ,.,,,.....  '46 

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DATA  BASES 

Code  Writer *64 

Mirage  Oaiabaae  Mor .'79 


1541 
Disk  Drive  $GalI 

1520  Color  Plotter '165 

MPS  301  Printer '219 


Special  of  the  Month 
1526  PRINTER 

$279 


1530  Datasatte '64 

1650  Auto  Modem '87 

1110  8K  Memory  Exp *40 

1111  16K  Memory  Exp '65 

1011  RS232 

Terminal  Interface '42 

1211  Super  Expander '39 

1212  Prog.  Aid  Cnr1rid(jo..,  '39 

1213  Mach,  Lang.  Monitor   '39 

1312  Paddles '11.95 

1311  Joystick '4.95 

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OKIDATA...... scall 

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Gemini  10X "268  | 

Gemini  15X '368 

SUBLOGIC 

Flight  Simulator '39.95 

CARDCO 

Cardco  G  - 

Printer  Interface '79 

Tymac  the  Connection '79 

6  Slot  Expander  Interface...  *72 
3  Slot  Expander  Interface.    '31 


SPREAD  SHEETS 

Multiplan '74 

Calc  Result* '48 

GAMES 

Qbert , '36 

Popeye '35 

Electronic  Arts 
$  CALL  $ 

ATARISOFT  Jk 

Centipede <.!>...  *35  I 

Defender *35 

Dig  Dug.... ..  »35 

Donkey  Kong *3S 

Pac  rvton  *35 

Robotron *35 

INFOCOM 

Zork  1.11,  III '25  ea. 

Suspended  , '25 

Starcroit- '25 

Deadline '26 

COMPUTER  COVERS 


Reg.  M55S 

$6.99 


CMD  84 SB. 99 

VIC  10     S6.99 

Qui  Duva SB  99 

Efnon  MX  BQ ...  *7  99 
Etpon  MX  BO  FTS7  99 
Okidin  92  57  99 


Ordering  &  Payment  Policy 

Prices  reflect  a  cash  discount.  For  COD.,  Visa,  and  Master- 
card add  3%  Immediate  delivery  with  certified  check  or  wired 
funds.  NJ,  resident  add  6%.  Prices  subject  to  change. 


Shipping 

For  shipping  and  handling 
add  3%.  (S3  minimum| 
Larger  shipments  require 
additional  charge. 


Catalog 

We  sell  a  large  selection  of 
hardware  and  software. 
Send  61  for  catalog,  refun- 
dable with  order. 


User  Group  Update 


Kathy  Yakal,  Editorial  Assistant 

The  Southeast  Metro  Commodore  User  Group 
(SEMCUG)  of  Portland/  Oregon,  has  been 
disbanded. 

New  address  for  the  South  Omnge  County 
User  Group  is  c/o  Steve  Wimer,  32221  Alipaz  #240, 
San  Juan  Ca pis t ratio,  CA  92675. 

The  Commodore  64  User  Group,  Inc.,  of  Glen 
Ellyn,  Illinois,  has  been  disbanded.  (New  group 
has  been  formed;  see  C-64  User  Group,  Inc., 
Lincolnwood,  Illinois,  in  this  listing.) 

The  correct  address  for  the  Commodore  Pre- 
ference Users  Connection  (C'.I'.U.  Connection)  is 
c/o  Danni  Hudak,  P.O.  box  42032,  Brook  Park, 
OH  44142. 

The  Capitol  Area  Commodore  Club  can  now 
be  reached  at  P.O.  Box  333,  Lemnyne,  PA  17043. 

The  VIC-20  User  c  Iroup  oi  Lincolnton,  North 
Carolina,  has  expanded  lo  include  coverage  of 
the  Commodore  64.  The  new  name  is  VfC-20/64 
User  Group. 

The  new  phone  number  for  the  Commodore 


PET  User  Group  of  Gretna,  Louisiana,  is  (504) 
455-4619. 

The  new  address  tor  the  North  Country  Com- 
puter Club  is  c/o  Eleanor  Cunningham,  1607  Ford 
St.,  Ogdensburg,  NY  l."W>.  (315)393-2708. 

Correspondence  for  the  64  User  Group  (for- 
merly of  Midnight  Circle  in  Piano,  Texas)  should 
be  addressed  to  P.O.  Box  801828,  Dallas,  TX 
75380. 

The  new  address  for  the  Quad  Cities  Com- 
modore Computer  Club  is  c/o  Mike  Hoeper,  P.O. 
Box  3994,  Davenport,  I A  52808.  (319)242-1496. 

The  Central  Washington  Commodore  User 
Group  can  be  contacted  at  P.O.  Box  10937,  Yakima, 
WA  98909. 

When  writing  to  a  user  group  for  information, 
please  remember  to  include  a  self-addressed, 
stamped  envelope.  Send  additions,  corrections, 
and  deletions  for  this  list  to: 

COMPUTE!  Publications 
P.O.  Box 5406 
Greensboro,  ,\'C  27403 
attit:  Commodore  User  Groups 


Commodore  Club/South 

Castlegar  Commodore  Computer 

Clearwater  Commodore  Club 

William  J.  Freeman 

Club 

Garv  Gould 

1641  3rd  PI.  MW 

SSI  S37  C7 

1535  Lemon  St, 

Birmingham,  AL. 15215 

Castlegar,  B.C.,  Canada  VI N  3H7 

Clearwater,  FL 33516 

Southern  California  64 

(604)365-3889 

(.S1314-12-0770 

User  Group 

The  London  Commodore  User 

Commodore  Connection 

Robert  lobnson 

Club(LCUC) 

Computer  Club 

14944  Bayou  Ave, 

Dennis  Trankner 

Craig  Mi  haiku 

Beltftower,  CA  90706 

28  Barrett  Cr. 

P.O.  Bon  6684 

(213)867-4398 

London,  Ontario, 

West  Palm  Beach,  FL  33405 

Amateurs  Anil  Arlesians 
Computing 

Canada  N6E  IT5 
(5 1 9)  68  1  -5059 

Lake  Co  only  Commodore  Club 

[oh  n  Zk'glei 

BUI  Alexander 

Diamond  State  User  Group 

V.O.  Box  32h 

P.O.  Box  682 

Michael  Butler 

Tavares,  EL  32778 

Cobb  Mountain,  CA  95426 

Bo\  892  Rd  2 

(904) 343-4499 

do  A  Ira  KR6G 

San !.,!  Rosa  Commodore  t>  1 

Felton,  DE  19943 
(302)  284-4495 

Commodore  User  Group 

(forming) 

User  Croup 

VIC  20  Owners  Club 

David  S,  Wcatherly 

G.irry  Palmer 

Torn  Lomax 

1401  Denfield  Ct, 

333  E.  Robles  Ave, 

17Grcystoke  Dr. 

Lithonia,  GA  30058 

Santa  Rosa,  CA  95407 
(707)  584-7(10') 

Btlborough,  Nottingham, 

Nottinghamshire,  England 

Atlanta  Commodore  64  User 
Group 

Ronald  Lisoski 

The  Exchange 

Phone:  Nottingham  289567 

Michael  C  Joseph  MD 

Chips  User  Group 

1767  Big  VallevLn. 

P.O.  Box<>iN9 

jerrv  Klimczak 

Stone  Mountain,  GA  30083 

Long  Beach,  CA  90810 

UMR  Bin  3063 

(404)981-4253 

(213)595-1771 

Avon  Park,  FL  33825 

COMPUTE!'*  Gazette    June  1984     135 


Commodore  User  Group 
Grant  Bervick 

310  Emerald  t)r. 

KeHogg,  ID  83837 

(21JS) /84-H751 

User  Group  of  Lower  Idaho  (U.G.I..I.) 
Sim  ii  Brixv 
Rt.4  Box  67 
Rupert,  ID  83350 

Fox  Valley  64  User  Group 

Frank  Christen  sen 

CO  Box  :s 

N.  Aurora,  11.60542 

(312)898-2779 

Commodore  Club  Of  Evanslon 
(COMCOE) 

Jim  Salsbury 
2108 Sherman  Ave. 
Evonston,  II. won i 

I'ros  And  Newcomers  Into 

Commodore  (P.A.N.I.C.) 
David  A.  D.ivis 
R.R.5  Box  243 
Danville,  [L  61832 

(217)443-5573 

South  Suburban  VIC-20  User  Club 

Nick  Forte 

1 6409  Emerald  Ave. 

Harvey,  IL  60426 

(312)331-4851 

The  C-64  User  Group  Inc. 
Darrell  I  laneock 
David  lam  kin 
P.O.  Box  46464 
Lincolnwood,  It.  fiUh-lfi 
(312)  588-0334  (Hancock) 
(312)  583-4629  (Tamkin) 

Dekalb  County  Computer  Ctub 
Darla  McCamnion 
48%CR,  60 
Saint  Joe,  IN  4h785 
(219)  337-5528  (home) 
(219)  432 -4.3(H)  (work) 

Computer  Hobbyists  In 

Plymouth  (CHIP'S) 
Don  Myers 

201  Dickson  St. 
I'lvmiHilh,  IN  4b563 
(2)9)936-2423 

Conimudore  Owners  Of  Lafayette 

(COOL) 

Ross  [ndeticato 

20  I 'at  rick  l.n. 

VV.  Lai  a  vet  U\  IN  47906 
(317)74.1-3411) 

Iowa  Cily  Commodore  User  Group 
[ohn  Naviisky 
616HawkeyeDr. 

Iowa  City,  I A  52240 

Newton  Commodore  User  Group 
David  Schmidt 
320  W.  9th  St.  s. 
Newton,  IA  50208 

Commodore  User  Group  Ireland 
VV.  |.  Murphv 
3  Woodlands  Dr. 
Stillorgan,  Blackrock, 

County  Dubtin,  Ireland 

lv.irul.ilh.il  iv,  n  1    i.  j  [ ..,!■,  Croup 

Steven  Ziglcr 
8H27Sigrid  Rd. 
Rnndotfetown,  MD21133 
(301)6554)402 

Commodore  d4  User  Group 
Jorge  Monlalvan 
11209  Tack  House  Court 
Potomac,  MD  20854 
(301)983-8199 


Commodore  64  User  Group 

(forming) 

Steve  Lepsetz 

20050  Winchester 

Smithfield,  Ml  48t)7h 

(313)354-7224 

(313)353-1130 

Slipped  Disk  Inc. 
31044  John  K 

Madison  Heights.  Ml  48071 
(313)  583-9803 

Heartland  Area  Computer 

Cooperative 
Robert  (Sam)  Walz 
Rt.  4  Box  204 
Little  Falls,  MN  56345 
(612)632-5511 

Commodore  Computer  Club 

Andrew  Holder 

Southern  Station,  Box  10076 

Hattiesburg,  MS  39401 

(601)268-7585 

Hackers  Of  Lake  St.  Louis  (HLSL) 
Jim  Gaeschke 

513  Oak  Terrace 

Lake  St.  Louis,  MO  63367 

(314)625-4782 

BBS  (314)  625-4782 

Desert  Byte  Computer  Club 
Lenny  Baldini 

P.O.  Box  3757 
Tonopah,  NV  89049 
(702) 482-5565 

Morris  Area  Commodore  User 

Group 
Bob  Scaring 
51  Femdifl  Rd. 
Morris  Plains,  NJ  07950 

Hudson  Valley  Commodore 

Club 
P.O.  Box  2190 
Kingston,  NY  12401 

The  Northern  New  York 

Commodore  1  Ionic  User  Group 
(NORNY-CIIUG) 
P.O.  Box  226 
Norwood,  NY  13668 
Andrew  VanDuvne 
(315)  353-4591 

64  Southtowns  User  Group 
Michael  Tubbert 
59  Bright  St. 

Cheektowaga,  NY  14206 
(716)893-6586 

The  New  York  City  VIC-20/C-64 

User  Group  (NYCUC) 
Jqycelyn  Woods.'' Allan  1  [obbs 
436  E.'69th  St. 
New  York,  NY  UM)21 
(212)  787-2854 
BBS  (212)  534-3149 

Zweibrucken  Commodore 

Computer  Club 
lames  K.  Sturgeon 
Box  1044,  TSA-EURCOR, 
Al'O,  NY  09052 
(This  group  is  in  Germane) 

Head  Start  Commodore 

User  Club 
Anne  Murphv 
5701  Main  St." 

Williamsville,  NY  14221 
(716)631-0241 

Stateu  Island  Commodore  User 

Group  (SICOM) 
Tony  Isoldi 

377(5  Richmond  Ave. 
Staten  Island,  NY  10312 
(212)984-4256 


New  Zealand  Commodore 

User  Group 
),  R,  Walker 
P.O.  Box  5223, 
Auckland,  New  Zealand 

CCND 

lames  Allen 
1607  Reno  Dr. 
Blsmark,  ND  58501 

Marion  Ohio  Commodore  User 

Group  (MOCUG) 
Van  Monro 
775  Wolfinger  Rd. 

Marion.  OH  43302 
(dl4)726-2630 

Jefferson  State  Computer 

User  Group 
2555  Camp  Baker  Rd. 
Medford,  OR  97501 

Klamath  Commodore  64 

User  Group 
Mrs.  Juanita  Riteneier 
P.O.  Box  7654 
Klamath  Falls,  OR  97602 

Commodore  User  Group  of 
Soulh  Pittsburgh 

1 1  roves  IV  &  Computers 
2407  I'enna  Ave. 
West  Mifflin,  PA  15122 
c/o  Charles  W.  Groves  III 

The  Charleston  Computer 

lack  A.  lurr  Jr. 

P.O.  Box  5264 

N.  Charlestoii.SC  29406 

803)747-0310 

BBS  (803)  747-6981 

ET  64  User  Group 
Walt  Turner 
P.O.  Box  495 
Knoxville,  TN  37901 

Corpus  Christi  Commodores 

Bob  McKelvy 

P.O.  Box  6541 

Corpus  Christi,  TX  784 11 

(512)852-7665 

liunch  'A  Bytes 
Joey  Miller 
4916  1 2 1st  PL  NE 
Marysville,  WA  98270 

Ellensburg  Commodore  User 

Group 
William  C.  Smith 
I  Vparlmenl  of  Anthropology 
Central  Washington  Univers'itv 
Ellensburg,  WA  98926 
(509)  936-3489  (work) 
(509)  925-2981  (home) 

C-64  Diversity 

lill  Inhnslon 

18204  67th  Ave.  NE 

Arlington,  WA  98223 

(2l)d}435-4580 

Spokane  Commodore  User  Group 

S.A.  White 

N.  4311  Whitehouse 

Spokane.  WA  99205 

Kanawha  Valley  Commodore  64 

User  Group 
Jeff  McClintick 
CO.  Box  922 
Charleston.  WV  25314 

Commodore  Hobbyists  Involved 
In  Personal  Systems  (CHII'SI 

Richard  M.  Knh'n 
1017  Kilbourn  Ave. 
West  Bend,  W|  53095 
(414)338-1609  (days) 
(414)334-2494 


136    COMPUTEI's  Gazalto    Juno  1984 


How  to  do  your  own  maintenance,  troubleshooting, 
schematics,  theroy  of  operation,  cleaning  hints, 
conversion  from  one  power  source  to  another  and  callbra- 


many 


Hon.  These  topics  and 
will  mate  this  manual  a  valued  addi- 
tion to  your  reference  shelf.  Whether 
you  are  an  amateur  electronics 
technician  or  a  seasoned  profes- 
sional, you  will  be  able  to  realize  the 
lull  potential  of  your  VIC-1541  by  us- 
ing this  manual.  Step-by-step  In- 
structions will  lead  you  through  the 
proper  methods  to  get  your  VIC- 1541 
up  and  going  in  a  hurry.  The  manual 
is  170  pages  long,  has  two  foldouts 
and  over  100  illustrations,  including: 
Block  Diagrams 
Schematics 
Waveforms 

Isomotrlc  (Pictoral)  views 
Test  point  locators 


With  all  these  illustrations  and  the  detailed  theory  for  each 
Circuf  involved,  along  with  step-by-step  procedures  to 
follow,  the  manual  is  a  greal  time  and  money  saver. 

CONTENTS  OF  MANUAL 
Front  Matter 
Section  1  Introduction 
Section  2  Theory  of  Operation 
Section  3  Initial  Configuration 
Section  4  Performance  Test 
Section  5  Calibration 
Section  6  Disassembly/Reassembly 
Section  7  Preventive  Maintenance 
Section  8  Troubleshooting 
Section  9  Schematics  and  Parts  Layout 
Appendices 

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HEAT  DISSIPATING  KIT 
For  VIC-1541  and  1541  Disk  Drives 

FEATURES: 

Reduces  internal  tempralures  to  sale  operating  levels. 

Does  not  promote  dust  migration. 

No  added  noise. 

Easy  to  install. 

Increases  life  expectancy  and  reliability  ol  disk  drive. 

Increases  operating  time  of  disk  drive, 

Installs  on  both  VIC-1541  and  1541  Disk  Drives, 

The  heat  Dissipating  Kit  cools  the  Internal  components 
of  the  Disk  Drive  by  transferring  Internal  heal  to  an  exter- 
nal heal  sink,  where  the  heat  is  then  dlsslpateded  into  the 
surrounding  air.  The  kit  will  lower  operating  tempratures 
ol  ihe  IC's  by  as  much  as  20  degrees  C  (36  degrees  F),  and 
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imum temprature  ratings. 

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GRIDIRON  STRATEGY  '64 

AND  YOU  THOUGHT  FOOTBALL  SEASON  WAS  OVER 
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STRATEGY  '64  is  a  highly  realistic  simulafion  of  football 
instincts  NOT  "Joystick  Reflexes".  Most  football  games 
let  you  control  a  few  players  an  a  scrolling  Meld.  NOT 
GRIDIRON.  In  GRIDIRON,  you  coach  the  enlire  team  and 
the  colorful  Meld  and  the  stadium  styled  scoreboard  are 
completely  visiable  at  all  limes.  Also,  wllh  the  use  of  TEAM 
DATA  DISK  '84,  the  teams  you  control  are  the  actual  pro 
teams,  based  on  their  performances  In  the  '84- '85  season. 
These  disk  can  be  updated  every  year,  so  you  can  constant- 
ly keep  up  with  the  rise  and  fall  of  each  team.  Finally,  com- 
pare these  features  with  any  other  football  game  on  the 
market,  lor  any  other  computer: 
Real  time  game  and  30-second  play  clocks? 
Colorful  Graphics,  and  Sprite  animation? 
Realistic  sounds  of  a  packed  sfadlum? 
Optional  print  out  copy  of  plays  and  statistics? 
Indlvlduaolzed  teams,  based  on  actual  perlormances? 
96  possible  play  combinations,  Inllnate  results? 
Does  not  require  and  charts  or  dice  for  results? 
In-depth  playbook  and  strategy  sections? 
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20  keys.  19  ol  which  may  have  3  seperate  definitions!  Com- 
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C-64  Computers!  Compatible  with  most  existing  software! 
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an  aid  to  machine  language  programmers! 

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Tape  Protection 
For  VIC  And  64 


Victor  Chan 


Here  are  several  tricky  techniques  that  allow 
you  to  protect  your  tape  programs  from  being 
copied. 


In  the  VIC  and  64,  whenever  a  LOAD  from  tape 
or  SAVE  to  tape  is  processed,  the  section  of 
memory  known  as  the  tape  buffer  will  be  used  as 
follows: 

Location      Use 

828  (S033C)  Type  of  tape  file 

829  (S033D)  Low  byte  of  Start  address  for  LOAD/SAVE 
83(1  (S033E)  High  byte  of  start  address  for  LOAD/SAVE 

831  ($033  F>  Low  byte  of  end  address  for  LOAD/SAVE 

832  (S0340)  1  Iigh  byte  of  end  address  for  LOAD/SAVE 
833-1019  (S0341-$03FB> 

Program  name  or  filename  (padded  with  spaces  to 
fill  the  buffer) 

When  a  program  is  being  LOADed  or  SAVEd, 
the  filename  will  be  stored  starting  at  memory 
location  833,  and  the  rest  of  the  tape  buffer  will  be 
filled  with  spaces.  The  computer  compares  the 
program  name  with  the  filename  on  the  tape.  A 
program  is  found  on  tape  when  all  of  the  characters 
of  the  filename  in  the  LOAD  statement  are 
matched.  Therefore,  being  able  to  find  a  program 
does  not  guarantee  that  the  filename  specified  in 
the  LOAD  statement  is  the  same  as  that  of  the 
filename  on  the  tape. 

For  example,  LOAD  "VIC"  will  LOAD  a  tape 
file  named  VIC,  or  V1C20,  or  VICTOR,  or  even 
VlC@+=$%@$%. 

All  that  matters  is  that  all  of  the  characters 
specified  in  the  filename  in  the  LOAD  statement 
are  matched.  When  a  program  is  found  during  a 

1 3fl     COMPUTE!'*  Gazelle    June  1984 


LOAD,  the  screen  displays  only  the  first  16  char- 
acters of  the  filename.  Thus,  if  a  user  SAVEs  a 
program  according  to  the  name  shown  on  the 
screen  during  a  LOAD,  the  file  may  not  be  SAVEd 
with  the  same  filename  as  the  original  one  on  the 
tape,  especially  if  part  of  the  filename  is  nonprint- 
able  characters.  This  property  of  the  load  state- 
ment can  be  used  to  prevent  unauthorized  tape 
reproduction. 

Let's  look  at  three  methods  of  protecting  tape 
files. 

SAVEing  With  Hidden 
Characters 

In  immediate  mode,  the  VIC  can  execute  a  line  of 
up  to  88  characters  long;  the  64  is  limited  to  80 
characters.  To  SAVE  a  program  with  a  long 
filename,  the  whole  80  or  88  characters  may  be 
used.  If  a  program  is  SAVEd  with  a  filename  that 
is  longer  than  16  characters,  the  characters  starting 
at  the  seventeenth  position  are  not  displayed. 

To  protect  a  program,  first  SAVE  the  program 
with  a  name  longer  than  16  characters.  Then, 
somewhere  in  your  program,  check  for  one  or 
more  of  the  characters  beyond  the  sixteenth  posi- 
tion. If  a  match  is  not  found,  do  a  SYS  to  some 
arbitrary  position  to  crash  the  program. 

Here  is  an  example. 

1.  SAVE  the  program  you  wish  to  protect 
with  a  character  in  the  seventeenth  position 
of  the  filename: 

SAVE"NAME(L2    SPACES) A" 

2.  Include  this  subroutine  in  the  program 


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generated  mape  of  Alesia. 
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and  feed  them  through 
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MARS  •  Your  ship  crashed  on 
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with  possibly  hostile  aliens  to 
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Adventure.  It  is  In  no  way 
simple  -  playing  time 
normally  runs  from  30  to  50 
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Adventuring  before  you 
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Available  On  TflSSOC  CMD  64.  IBM  PC 


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STARFIRE  ■  If  you  enjoyed 
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you  will  love  Starfire.  It  is  not 
a  copy,  but  the  best  shoot- 
em-up,  see  them  in  the 
window  space  game  on  the 
CMD64  or  TRS80C.  The 
fantastic  graphics  will  put 
you  right  In  the  control  room 
as  you  hyperspace  from 
quadrant  to  quadrant 
fighting  the  aliens  and 
protecting  your  bases. 

Available  On:  TRS80C  m  CMC6.1 


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PYRAMID  ■  ONE  OF  THE  TOUGHEST 
ADVENTURES.  Average  time 
through  the  pyramid  is  50  - 
70  hours.  Clues  are 
everywhere  and  some 
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ADVENTURE. 

Available  On:  TRSBCC 16K.  CMD64.  MC10 16K,  IBM  PC 

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NEWI   GRAPHIC  ADVENTURES 


STflRHREI 


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and  execute  it  with  a  GOSUB  60000  early  in 
the  program: 

60000  A  =  PEEK  (833+16)  ;  IF  CHR$ (A)=" 

A"THEN  RETURN 
60010  SYS  833 

When  the  program  is  LOADed,  the  filename  will 
be  displayed  as  NAME,  so  if  someone  attempts  to 
make  an  unauthorized  copy,  they  will  probably 
use  NAME  alone.  Then,  when  the  program 
goes  to  the  subroutine  at  line  60000,  it  will  not 
find  the  required  A  in  the  seventeenth  position. 

The  SYS  833  (any  memory  address  can  be 
used)  will  send  the  computer  off  to  execute  a 
machine  language  program  where  no  such  pro- 
gram exists.  This  doesn't  hurt  the  computer,  but 
the  resulting  lockup  will  probably  make  it  necessary 
to  turn  the  computer  off  and  back  on. 

SAVEing  With  Hidden  Variables 

The  method  described  above  cheeks  the  contents 
of  a  certain  memory  location  in  the  tape  buffer. 
To  provide  even  more  protection,  the  contents  of 
the  location  may  be  used  to  initialize  some  vari- 
ables in  the  protected  program.  If  the  user  tries  to 
SAVE  without  the  full  filename,  the  program  does 
not  initialize  properly  and  will  not  run. 

For  example,  if  the  value  of  the  variable  Z  is 
set  to  45  in  the  protected  program,  include  in  the 
SAVE  statement  the  character  equivalent  of  45  at 
or  after  the  seventeenth  position  in  the  filename. 
To  find  out  the  character  equivalent  of  any 
number,  simply  use  the  BASIC  command  CHRS, 
and  include  this  character  between  the  quotes  in 
your  SAVE  statement.  For  example,  use 

SAVE    "NAME {12    SPACES]-" 

or  simply 

SAVE    "NAME {12    SPACES } "+CHRS (45 } 

Instead  of  having  a  line  with  Z  =  45  in  the  program, 
use  Z  =  PEEK(833  +  17).  This  way  the  program 
can  only  run  properly  with  the  full  filename. 

Adding  Machine  Language  To 
The  Program  Name 

The  final  approach  is  the  most  complicated.  It 
requires  the  use  of  machine  language.  You  use 
part  of  the  filename  portion  of  the  tape  buffer  to 
hold  a  machine  language  subroutine.  Again,  the 
program  cannot  run  properly  unless  the  program 
is  SAVEd  with  the  original  name.  To  use  this 
method,  put  a  SYS  somewhere  in  the  protected 
program  which  calls  the  subroutine  in  the  tape 
buffer.  If  the  subroutine  is  not  there  (if  the  program 
was  not  SAVEd  with  the  original  filename,  in- 
cluding the  machine  language  portion),  the  pro- 
gram will  probably  crash  when  it  attempts  to  ex- 
ecute the  contents  of  the  tape  buffer  as  machine 

M0     COMPUTEI's  Gazette    Juno  1984 


language. 

It  would  be  a  tedious  process  to  calculate  the 
CHR$  equivalent  of  every  byte  in  the  ML  routine 
and  type  the  corresponding  characters  as  part  of 
the  filename.  Also,  only  a  portion  of  the  available 
171  bytes  (locations  849-1019)  could  be  used,  since 
the  length  of  the  filename  (including  the  SAVE 
command  and  quotes)  is  limited  to  88  characters 
on  the  VIC,  80  on  the  64. 

These  limitations  can  be  avoided  if  the  Kernal 
ROM  routines  built  into  the  VIC  and  64  are  used. 
The  required  routines  are  SETNAM,  SETLFS,  and 
SAVE.  For  information  on  these  routines,  see 
Chapter  3  of  the  VIC-20  Programmer's  Reference 
Guide  or  Chapter  5  of  the  Commodore  64  Program- 
mer's Reference  Guide. 

Using  The  Registers  From  BASIC 

These  ROM  routines  all  require  that  values  be 
placed  into  the  microprocessor's  A,  X,  and  Y 
registers,  which  can  be  done  directly  only  with 
ML  programming.  The  key  to  using  these  rou- 
tines without  resorting  to  ML  is  knowing  that 
values  POKEd  to  location  780  will  be  loaded  into 
the  A  register,  location  781  will  be  loaded  into  the 
X  register,  and  location  782  will  go  into  the  Y 
register. 

As  an  example,  the  following  steps  illustrate 
one  way  to  use  the  Commodore  64  Kernal  routines 
to  SAVE  a  BASIC  program  from  memory  to  tape 
with  a  machine  language  subroutine  as  part  of 
the  filename: 

1.  POKE  the  character  values  for  the  desired 
program  name  into  locations  49152-49167  ($C00Q- 
$C00F).  POKE  the  value  for  the  space  character 
(32)  into  any  of  the  16  locations  which  are  not 
used. 

2.  Load  the  ML  routine  into  memory  be- 
ginning at  location  49168  (SC010).  The  routine  can 
be  up  to  171  bytes  long. 

3.  POKE  location  780  with  the  number  of 
bytes  in  the  ML  routine,  plus  16  (for  the  16  bytes 
in  the  name). 

4.  Use  the  SETNAM  routine  to  tell  the  com- 
puter where  to  find  the  filename: 

POKE  781,0: POKE  782,192:SYS  65469 

The  POKE  values  given  are  for  a  filename  starting 
at  location  49152  (256*192  +  0  =  49152).  These  val- 
ues must  be  changed  if  the  filename  is  at  some 
other  point  in  memory. 

5.  Use  the  SETLFS  routine  to  specify  that  a 
SAVE  is  to  tape: 

POKE  780,1:POKE  781,1:POKE  782,255:SYS  65466 

6.  Use  the  SAVE  routine  to  store  the  BASIC 
program  on  tape.  The  data  in  the  section  of  mem- 
ory defined  in  Step  4  will  be  copied  into  the  tape 
buffer  and  used  as  the  filename: 


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POKE  780,43:POKE  781,FEEK{45):POKE  782,  PEEK 
{46);SYS  65496 

Press  play  and  record  on  the  Datassette  when 
instructed  to  do  so,  and  your  program  will  be 
SAVEd  with  the  ML  subroutine  included. 

Also  Good  For  VIC 

This  same  procedure  (with  the  same  SYS  locations) 
can  be  used  on  the  VIC.  But  you  must  change  the 
memory  locations  where  the  program  name  and 
ML  routine  are  stored.  Locations  49152  and  up 
cannot  be  used  on  the  VIC.  Some  other  unused 
area  of  RAM  will  have  to  be  chosen.  Note  that  the 
values  POKEd  to  locations  781  and  782  in  Step  4 
above  will  have  to  be  modified  to  reflect  the  new 
address  of  the  filename. 

If  your  protected  program  includes  a  SYS  to 

the  ML  in  the  tape  buffer,  it  will  work  properly 
only  if  the  program  has  been  SAVEd  in  this  man- 
ner, so  the  chances  of  someone  breaking  this  pro- 
tection scheme  are  very  slim. 

Using  any  one  or  a  combination  of  the  three 
different  levels  of  difficulty  described  should  re- 
duce unauthorized  tape  reproduction.  «jj 


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All  About  PRINT 
For  VIC  And  64 


Julie  Harris 


The  simple  PRINT  statement  becomes  a 
drawing  tool  in  this  screen  graphics  tutorial. 

The  PRINT  statement  was  one  of  the  first  BASIC 
statements  you  learned  when  your  computer  was 
so  new  it  still  gleamed.  You  may  be  interested  in 
more  complicated  routines  now — reading  joy- 
slicks,  creating  your  own  graphics  characters,  or 
writing  machine  language.  But  the  humble  PRINT 
statement  still  has  something  to  offer. 

You  can  use  PRINT  in  a  generalized  sub- 
routine that  draws  pictures  using  the  keyboard 
graphics  characters.  PRINT  is  useful  if  you  want 
to  manipulate  graphics  characters  as  if  they  were 
in  a  variable-length  array.  However,  this  won't 
use  the  storage  space  required  for  arrays.  Or,  you 
can  PRINT  an  unending  series  of  pictures,  each 
unique,  and  never  run  out  of  memory. 

Let's  begin  with  a  review  of  some  basic  char- 
acteristics of  the  PRINT  statement. 

Commas  And  Semicolons  In 
PRINT  Statements 

When  a  PRINT  statement  ends  with  a  semi- 
colon, the  next  character  printed  will  appear  in 
the  next  horizontal  screen  location.  For  example, 
PRINT  "THREE":  PRINT  "DIFFERENT":  PRINT 
"LINES,"  will  print 

THREE 

DIFFERENT 

LINES, 

but  PRINT  "ALL  ";:  PRINT  "ON  ";:  PRINT 
"ONE."  will  print 

ALL  ON  ONE. 

In  the  example  above,  each  word  ends  with  a 
space.  If  you  left  out  the  spaces,  you  would  see 
something  like  this:  ALLONONE.  Using  a  semico- 
lon after  a  PRINT  tells  the  cursor  to  stay  put.  If 
you  forget  to  include  the  spaces,  the  words  run 
together. 

The  rules  are  slightly  different  when  you 
PRINT  numbers.  Try  PRINT1;2;3  and  you  will 
find  that  each  number  has  a  space  on  either  side. 
Whenever  you  PRINT  a  number,  a  trailing  space 
is  automatically  added  and  the  space  in  front  is 

144     COMPUTEI's  Gazette    June  1984 


reserved  for  a  minus  sign  (in  case  the  number  is 
negative.  If  you  enter  PRINT-l;-2;-3  you  see  only 
one  space  between  the  numbers  instead  of  two. 

When  you  use  PRINT  by  itself,  the  computer 
prints  and  then  moves  to  the  beginning  of  the 
next  line;  the  result  is  a  printed  list  of  items.  Using 
a  semicolon  makes  the  cursor  stay  where  it  is, 
and  everything  runs  together. 

If  you  want  something  in  between  the  two 
extremes,  you  can  use  a  comma  to  separate  the 
variables.  This  is  helpful  when  you  want  columns 
(rather  than  just  a  list).  A  VIC  screen  has  two 
columns  of  eleven  characters;  a  64  gives  you 
four  columns  of  ten  characters.  PRINT  "A","BC", 
"DEF","GHIJ","KLMNO","PQRSTUVW"  will 
show  you  how  the  columns  look  (notice  that  the 
left  edges  are  lined  up).  Using  commas  to  make 
columns  can  be  useful  in  a  variety  of  applications. 
For  example,  FORX  =  56T063:  PRINTX,PEEK(X): 
NEXT  prints  a  column  of  memory  addresses  fol- 
lowed by  their  contents. 

PRINTing  Characters  With  CHR$ 

The  CHRS  function  can  be  used  in  place  of  any 
string  in  the  PRINT  statement.  For  instance, 
PRINT  CHR${65)  has  the  same  effect  as  PRINT 
"A".  A  list  of  CHRS  codes  can  be  found  in  the 
appendices  of  the  owner's  manual  or  Programmer's 
Reference  Guide  for  your  computer. 

Some  of  the  CHR$  codes  are  used  for  charac- 
ters. Others  are  used  for  functions  like  "clear 
screen"  or  "cyan." 

Positioning  PRINT 

PRINT  causes  the  printing  to  begin  in  the  first 
space  of  the  next  available  unused  line  on  the 
screen.  This  beginning  position  can  be  controlled, 
however,  by  using  the  equivalent  of  X  and  Y  co- 
ordinates. The  Y  coordinate  specifies  the  line  on 
which  to  begin  printing,  and  the  X  coordinate 
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Vertical  (Y)  positioning  can  be  controlled 
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XS.  In  positioning  printing,  we  will  define  a  string 
L$  =  "{HOMEM21  DOWN} "  for  the  VIC,  or  LS 
=  "{HOMFH23  DOWN}  tor  the  64.  To  begin  on 


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any  line  Y,  we  will  use  PRINT  LEFTS  (L$,Y). 

Horizontal  {X)  positioning  can  be  controlled 
using  the  TAB  function.  PRINT  TAB(X)  will  begin 
printing  in  column  X  of  the  designated  line.  Re- 
member that  the  first  position  on  a  line  is  column 
0,  the  second  is  column  1,  and  so  on. 

Let's  combine  these  two  functions  and  print 
a  red  heart  in  the  fifth  column  of  the  tenth  line  on 
the  screen: 

10  LS  a  "(HOME  3 {21  DOWN } " :  PRINT  "(CLR}" 

:rem  104 

20  PRINT  LEFT? {L?, 10)  TAB(5)  CHR? (28)  CHR 

$(115)  'rem  142 

Repeating  Characters 

If  a  character  is  to  be  printed  several  times,  a 
FOR-NEXT  loop  is  more  efficient  and  takes  less 
memory  than  repeating  the  character  in  the 
statement: 

10  L$  =  "{HOME} {21  DOWN}":  PRINT  "(CLR}" 

:rem  104 
20  PRINT  LEFT? (L?, 11}  TAB{3);  srem  35 
30  PRINT  CHR? (30)  CHR? (18);  trem  155 
40  FOR  I  =  1  TO  7:  PRINT  CHR? ( 32 ) ; :  NEXT 

:rem  14 

This  program  prints  a  green  bar  on  the 
eleventh  line,  beginning  in  the  third  column.  The 
CHR$  codes  used  are: 

30  =  GREEN 

18  =  REVERSE  ON 

32  =  SPACE 

A  Simple  Sun 

With  these  four  characteristics  in  mind,  let's  draw 
a  simple  picture  using  the  PRINT  statement:  a 
child's  representation  of  the  sun. 

We  need  to  consider  three  elements  in  creat- 
ing this  picture:  the  individual  characters  needed, 
the  color  desired,  and  the  location  of  each  charac- 
ter. After  consulting  our  chart  of  CHRS  codes,  we 
find  that  the  needed  values  arc  109,  98,  1 10,  and 
113.  As  for  color,  let's  be  conventional  and  use 
CHR$(1 58}— yellow.  Coordinates  Y=  10,  X  =  10 
should  give  us  a  beginning  point  roughly  at  the 
center  of  the  VIC  screen.  (You'll  need  to  adjust 
the  TAB  values  if  you  want  the  sun  to  appear 
centered  on  a  64  screen.} 

So  our  sun-drawing  program  will  read: 


10  L$  =  "[HOME} {21  DOWN}":  PRINT 


20 
30 

40 
50 
60 
70 


"{CLR}" 
:  rem 
PRINT  LEFT? (L?, 10)  TAB(10);     : rem 
PRINT  CHR?(158)  CHR? ( 109 )  CHR?(98) 

:  rem 
trem 
srem 
t  rem 
CHR$(98)  CHR?{109) 
:rem 


5(110) 
PRINT  TAB(ll); 
PRINT  CHR?{113) 
PRINT  TAB (10) ; 
PRINT  CHR? (110) 


In  typing  this  and  other  programs,  eliminate 

146    COMPUTEI's  Gazette    Junol984 


104 

100 

80 

110 

CHR 

120 

115 

130 

182 

140 

217 

183 

150 

135 

160 

170 

iate 

900 

spaces  between  words.  They  add  to  readability, 
but  use  up  memory. 

Let's  draw  another  picture,  this  time  using  a 
repeated  character: 

10  L$  =  "{HOME} {21  DOWN}":  PRINT  "{CLR}" 

i rem  104 
20  PRNT  LEFT? (L?, 10)  TAB(7):      trem  221 
30  PRINT  CHR? (156)  CHR$(18)  CHR?(169);s  F 
OR  I  =  1  TO  3:  PRINT  CHR$(32);:  NEXT 

srem  166 

40  PRINT  CHR$(146)  CHR? (169)      srem  208 

50  PRINT  TAB(6);  irera  139 

60  PRINT  CHR? (156)  CHR? (18)  CHR$(169);:  F 

OR  I  =  1  TO  3s  PRINT  CHR? (32);:  NEXT 

srem  169 
70  PRINT  CHR$(146)  CHR$(169)      srem  211 

Voila1.  A  purple  parallelogram! 

The  Basic  Picture  Elements 

We  now  have  all  the  basic  elements  necessary  to 
print  any  picture: 

•  X,  Y  positioning  of  first  line 

•  PRINTing  one  character 

•  PRINTing  repeated  characters 

•  X  positioning  of  successive  lines 

Instead  of  using  the  TAB  function  to  position 
all  the  lines,  let's  use  a  string  that  we'll  define  as 
T$  =  "{DOWN}  {21  LEFT}"  for  the  VIC,  orf$  = 
{ DOWN}  {39  LEFT}  for  the 64.  By  using  the  LEFT$ 
function  with  this  string,  we  can  position  each 
new  line  in  relationship  to  the  preceding  line. 
Let's  look  at  our  sun-drawing  routine  again  and 
see  how  we  would  program  it  using  TS.  In  this 
picture,  when  the  first  line  is  finished  printing, 
the  cursor  will  be  in  the  blank  space  following  the 
/  {slash}  character.  We  want  to  go  down  one  space 
and  move  two  spaces  to  the  left  to  print  the  second 
line. 

Likewise,  after  the  second  line  prints,  we'll 
move  down  one  and  left  two  to  begin  the  third 
line.  PRINT  LEFT$(T$,3)  will  give  us  the  correct 
positioning  for  both  lines. 

Writing  The  Subroutine 

At  last  we  are  ready  to  formulate  our  general 
PRINT  subroutine.  This  subroutine,  used  with 
DATA  statements,  will  print  the  two  pictures  we 
have  already  created.  By  adding  additional  DATA 
statements,  it  can  also  be  used  to  draw  any  other  t 
picture  we  might  design. 

REM***GENERAL  PRINT  SUB  : rem  104 
READQ:PRINTLEFT$(L$,Q);  srem  142 
RBADQ:PRINTTAB(Q) ;  : rem  123 

READQs IFQ=0THEN170  srem  79 

IFQ<0THENHQ=ABS(Q) : READQ:FORI=lTOHQ: P 
RINTCHR?(Q) ; :NEXTsGOTO130  srem  62 
IPQ>191THENPRINTLEFT?(T?,Q/100) ; sGOTO 
130  srem  162 

PRINTCHR?(Q) r sGOTO130  srem  9 

RETURN  :rem  120 

REM***DATA  FOR  SUN  srem  242 


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910  DATA5, 10,158,109,98,110,300,113,300, 1 

10,98,109,0  srem  29 

920  REM***DATA  FOR  PARALLELOGRAM  : rem  193 

930  DATA10, 10, 156, 18, 169,-3,32, 146,169,70 

0,156,18,169,-3,32,146,169,0  : rem  117 

Lines  1 10  and  120  determine  the  screen  coor- 
dinates. Line  130  checks  to  see  if  the  picture  is 
complete.  We  will  use  0  to  indicate  the  end  of  a 
picture  since  there  is  no  valid  CHRS(O).  Line  140 
handles  repeated  characters.  Our  data  for  a  re- 
peated character  will  be  the  negative  of  the  number 
of  characters  we  want  to  print  (we  use  the  negative 
value  to  avoid  using  a  valid  CI  IR$eode),  followed 
by  the  character  to  be  repealed.  Line  150  controls 
tabulation  of  new  lines. 

Values  desired  are  multiplied  by  100  to  take 
them  beyond  the  range  of  valid  CHR$  codes  when 
creating  the  DATA.  Line  160  prints  one  character. 
The  whole  procedure  will  continue  until  all  DATA 
is  read  and  printed  and  a  0  is  encountered. 

Add  the  following  lines  to  complete  the 
program: 

10  L$="{HOME] {21  DOWN} ":TS=" {DOWN} 

{21  LEFT}"  :rem  239 

20  PRINT" {CLR} " sFORI=lTO2:GOSUB100sNEXT:C 
LRsEND  : rem  99 

Try  running  the  entire  program  now,  and  see 
our  two  pictures  print. 

Adjustments  For  The  64 

When  this  program  is  RUN  on  the  64,  the  shapes 
will  be  d  ra  w  n  of f  center  o  n  the  screen.  If  you 

find  this  displeasing,  change  the  definitions  for 
L$  and  T$  in  line  10  to  those  mentioned  earlier 
for  the  64,  then  adjust  the  tabulation  values  in 
the  DATA  statements  as  appropriate  for  the  40- 
column  screen. 

What  are  the  advantages  of  using  this 
generalized  subroutine  rather  than  n  straight 
PRINT? 

The  first  and  most  immediate  is  a  savings  in 
memory.  After  you  run  this  program,  enter 
PRINTFRL(O).  You  will  notice  that  the  memory 
used  is  about  422  bytes.  Beyond  this  initial  re- 
quirement, the  memory  needed  by  additional 
DATA  statements  will  be  whatever  is  required  to 
store  the  statements  themselves.  As  the  number 
of  pictures  printed  increases,  so  does  the  savings 
in  memory. 

DATA  Used  As  An  Array 

Tli is  subroutine  could  also  use  the  DATA  state- 
ments as  if  they  were  an  array.  An  identifier  could 
begin  each  set  of  DATA  and  could  be  used  in  the 
program  to  find  the  desired  picture. 

Here  is  a  very  simple  program  illustrating 
this  use: 

10  L$="{HOME}{21  DOWN} ":TS=" {DOWN} 

[21  LEFT}"  :rem  239 


20  PRINT" {CLR } [BLK} {2  SPACES } CHOOSE  A  SHA 

PE:","{2  DOWN} {PUR}  TRIANGLE  SQUARE"," 

(2  DOWN)  RECTANGLE"  s rem  127 

30  PRINT" (2  DOWN?  PARALLELOGRAM"   : rem  25 

40  INPUTA$: RESTORE  : rem  183 

50  READB?!lFB$="EMD"THENPRINT"(2  DOWN!  NO 

T  A  VALID  CHOICE" :FORI=1TO5000:NEXT:GO 

TO20  :rem  107 

60  IFB$oA$THEN50  :  rem  206 

70  PRINT" (CLR} {3  DOWN ) "A? iGOSUB100: FORI=l 

TO4000: NEXT; GOTO 20  : rem  59 

100  REM***GENERAL  PRINT  SUB       srem  104 

110  READQ:PRINTLEFT$(LS,Q)r        srem  142 

120  READQsPRINTTAB(Q)?  : rem  123 

130  READQsIFQ=0THEN170  : rem  79 

140  IFQ<0THENHQ=ABS{Q) : READQ jFORI=1TOHQsP 

RINTCHR? (Q) ; sNEXT:GOTO130  : rem  62 
150  IFQ>191THENPRINTLEFT$(T$,Q/l00) : sGOTO 

130  :rem  162 

160  PRINTCHR$(Q),- :GOTO130  :  rem  9 

170  RETURN  srem  120 

900  DATATRIANGLE,10,10,18,169,127,400,169 

,-2,32,127,146,0  srem  219 

910  DATARECTANGLE, 10, 10, 30, 18, -5,32,600,- 

5,32,146,0  :rem  170 

920  DATASQUARE, 10,10,28,18,-3, 32,400,-3,3 

2,400,-3,32,400,-3,32,146,0  : rem  162 
930  DATAPARALLELOGRAM, 10, 10, 159, 18, 169, -3 

,32,146,169,700,18,169,-3,32,146,169, 

0  srem   159 

940    DATAEND  : rem    142 

In  this  example,  the  DATA  is  searched  and 
selected  as  if  from  an  array,  but  no  extra  storage 
space  is  used.  As  before,  64  owners  may  wish  to 
adjust  LS,  T$,  and  the  tabulation  values  to  reflect 
their  larger  screens.  You  may  also  want  to  make 
the  following  change  to  properly  align  the  menu. 

20  PRINT" {CLR} [BLK} {2  SPACES JCHOOSE  A  SHA 
PEs ": PRINT" {2  DOWN} [ PUR}  TRIANGLE" : PRI 
NT" {2  DOWN} (RIGHT} SQUARE" 

30  PRINT" (2  DOWN} {RIGHT} RECTANGLE": PRINT" 
(2  DOWN} (RIGHTjPARALLELOGRAM" 

Load  From  Tape  Or  Disk 

The  third  usage  we  will  consider  takes  a  slightly 
different  approach  lo  our  subroutine.  Instead  of 
storing  DATA  as  statements  in  the  program,  we 
will  create  a  data  file.  Our  subroutine  will  then 
use  INPUT#  statements  instead  of  READ  state- 
ments to  retrieve  the  data  and  accomplish  the 
desired  printing. 

The  wonderful  tiling  about  this  usage  is  that 
the  length  of  the  data  file  is  not  restricted  to  the 
amount  of  memory  in  your  computer.  It  can  be  as 
large  as  your  tape  or  disk  allows.  With  this  tvpe 
of  processing,  you  could  print  picture  after  picture 
without  ever  using  any  memory  beyond  the  initial 
amount  required  to  store  the  program. 

An  Adaptation  For  Tape 

Here  is  an  adaptation  of  our  previous  example 
program  that  illustrates  the  use  of  a  data  file  as 
input  from  tape.  Type,  SAVE,  and  RUN  the  pro- 
grams in  the  following  order: 


148     COMPUTED  Goielte    Junu 1984 


1.  Type  in  Program  1  {the  main  program)  and 
SAVE  it  on  tape. 

2.  Type  in  Program  2  {creates  the  data  file) 
and  RUN  it,  leaving  your  tape  positioned  at 
the  end  of  Program  1.  The  data  file  will  then 
immediately  follow  the  main  program  and 
can  be  used  as  input.  Then  SAVE  Program  2 
on  tape  alter  the  data  tile,  in  case  vuu  want  to 
create  another  data  file. 

3.  Rewind  tape,  LOAD  Program  1,  and 
RUN  it. 

You  will  notice  when  you  RUN  this  program 
that  the  amount  of  available  memory  does  not 
appreciably  decrease  with  each  new  picture.  Only 
four  pictures  are  included  in  this  particular  pro- 
gram, but  400  could  have  been  stored  in  a  data 
file  and  used  as  input  without  requiring  any  more 
memory  in  die  main  program. 

Program  1: 

PRINT  Pictures  From  Data  Files 

10  REM*** INPUT  DATA  FROM  TAPE  FILE  AND  DR 

AW  SHAPES  :rem  176 

20  L$="{H0MEj(21  DOWN}":TS=" {DOWN} 

{21  LEFT)"  :rem  240 

30  OPEN1, 1,0, "TAPE  FILE"  : rem  57 

40  INPUT#1,A?:IFA$="END"THENPRINT"{CLR} 

{3  DOWN}  THAT'S  ALL  1 ": CLOSE 1 :CLR: END 

: rem  215 
50  PRINT"{CLR} [3  DOWN) {BLK} "A$  : rem  241 
60  GOSUB100  :rem  119 

70  PRINTLEFT$(L$, 18) "AVAILABLE  MEMORY: "FR 

E(0)  irem  207 

80  FORI=lTO5000:NEXTjGOTO40       : rem  190 

100  REM***GENERAL  PRINT  SUB  USING  TAPE  IN 

PUT  : rem  168 

110  INPUT#1,Q!PRINTLEFT5(L$,Q)     :  rem  71 

120  INPUT#1,Q:PRINTTAB(Q)  : rem  52 

130  INPUT#1,Q:IFQ=0THEN170        ; rem  67 

140  IFQ<0THENHQ=ABS(Q) : INPUT#1 ,Q: F0RI=1T0 

HQ:PRINTCHR${Q) ; :NEXT:GOTO130  t  rem  50 

150  IFQ>191THENPRINTLEFT$(T$, Q/100); : GOTO 

130  :  rem  162 

160  PRINTCHR$(Q) ; :GOTO130  : rem  9 

170  RETURN  :rem  120 

Program  2 :  Data  File  Creator 

10  REM***CREATE  A  TAPE  FILE  OF  DATA 

:rem  177 
20  OPEN1, 1,1, "TAPE  FILE"  : rem  57 

30  R$=CHR?{13)  :rem  204 

40  READA$sPRINT#l,A$;R?  i rem  66 

50  IFASo"END"THEN40  t  rem  129 

60  CLOSElrEND  : rem  30 

900  DATATRIANGLE, 10, 10, 18, 169,127,400,169 

,-2,32,127,146,0  :rem219 

910  DATARECTANGLE,10,10,30,18,-5, 32,600,- 

5,32,146,0  :rem  170 

920  DATASQUARE,10,10,28,18,-3,32,400,-3, 3 

2,400,-3,32,400,-3,32,146,0   :rem  162 
930  DATA PARALLELOGRAM, 10, 10, 159, 18, 169, -3 

,32,146,169,700,18,169,-3,32,146,169, 

0  srem  159 

940  DATAEND  :  rem  142  Of 


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$29 
S69 
$106 


TO  ORDER:  Fof  MaslerCard.  Visa.  COD  orders  callSt4-Z34-Z236.  Hours  are  10-7 
mon-iat,  13-5  son  EST  For  Personal  checks,  eertilied  checks,  money  orders 
WfHl  lussty  Mountain  Software,  Box  1006.  State  College.  PA.  16804.  MOST 
DflOERS  SHIPPED  in  48  HOURS!  Credit  Card  orders  add  S3  00  shipping,  COD 
add  S4  50  Outers  shipped  free.  Allow  2  weeks  lor  personal  checks  lo  clear. 
Orders  shipped  UPS  unless  specilied  otherwise.  Manfaclurer's  warranty  honored 
with  our  invoice  and  original  packaging.  PA  residenls  add  6%  sales  tax 


DATAF1LE  MANAGER 

DATABASE  MANAGEMENT  FOR  THE  COMMODORE -64 
SuccGSfiUrilly  uaod  In  computer  classes  lo  teach  the  concepts  ol  random  fllos 
and  ISAM  lo  beginning  users. . .  But  sophisticated  enough  for  homo  and  small 
business  use  Consists  ol  5  disk  programs  and  comprehensive  loose-leal  manual 
with  si-aDiiyatHp  Instructions.  Includes  bulldhle  program  lor  ready*  to- use  1000 
record  mailing  list,  zip-code  sorted  label  printing  and  alpha  phone  Hat  prlmouts. 
SPECIFICATIONS:  Menu  driven  p  SO  characters  per  Held  *  15  fields  per  record  *  2M  characters 
Oflr  TBCOT4J  •  Up  lo  12M  records  per  di&k  -  ISAM  random  access  Hies  •  Sort  on  any  Held  •  User. 
defined  alpha  and  numeric  fields  ■  Nested  sorts  •  Nested  totals  a-ntf  subtotals  •  Compiled  for 
speed  *  User-delined  print  fotmals  with  lop  and  ooltom  headers,  paoe  lijnfltti  and  skip  over  perf 

*  View  or  prim  selected  informal  ion  from  your  Me-. 

SYSTEM  -flEQUrflEMENT5:C-&4Co-mpu1er-  1  or  2  1541  makdrltfii  •  TV  Or  mpnUcr  (color  or  &Yfl 

•  Properly  interfaced  (Mtltttf  rjprorjTam  funs  with  limited  app^caliona  without  tmnteiy 

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KEN  N»  WRITE  fl  Extremely  easy  to  use  menu  driven  word  processor  lhai  works  with 
any  properly  interfaced  printer  Boln  youngsters  and  aduils  love  itils  on&1 

SPECIFICATIONS  Com pried  tor  spsad  ■  Word  wnp  ■  Prog rmnmabla  function  hays  »  Eomm  an.tw 
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mandi  •  Automali£  p*ge  headers  anj  numbers  •  Weffte  hies  •  Chun.  r<i«s  »  "WedQe'CH*  com- 
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ORDER  BOTH  PROCRAKS-JUST  $55  pa$tpa«3 

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250B  Vdiicy  FrjFge  -  Unison  wi  53719  •  60S  271  5527 

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ARE  YOU  PAYING  TOO  MUCH  FOR  SOFTWARE? 


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Each  nidnlMv  us  in?  Iwinqs  yc-u  honen  reviews  &  urj-lo-ddle  new^  ol  tho  i.iins"  ■.;.Hw.vi'  prailucii 
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SU&SCHIPTION    RATES     Next   b   issues     SB  00.    Next    12   issues.    $10  00     Circle   your   etioo1 


City.  Slale .  t\p_ 


COMPUTE!'*  Gazette    June  1 78-1     149 


NEWSSc 
PRODUCTS 


Cheatsheet  Products'  plastic  overlay  for  Easy  Script  for  the.  64. 


VIC  And  64 

Keyboard 

Overlays 


Cheatsheet  Products  has  pro- 
duced a  series  of  plastic  keyboard 
overlays  for  the  VIC- 20  and 
Commodore  64  which  are  quick 
reference  aids  for  a  variety  of 
Commodore  and  third-party 
software. 

The  plastic  templates,  called 
Leroy's  Cheatsheets,  include  pro- 
gram starting  instructions, 
marked  function  keys,  and  refer- 
ence tables,  charts,  or  drawings. 

Overlays  are  available  for 
the  following  VIC-20  programs: 
Programmer's  Aid,  Vianon,  Super 
Expander,  VIC  Typewriter,  and 
ViCTerm  /  (all  by  Commodore), 
and  Quick  Brown  Fox  (Quick 
Brown  Fox),  UM1  Wordcraft  20 
(United  Microware  Industries, 
Inc.),  HES  Writer  and  HES  VIC 
Forth  (both  by  Human  En- 
gineered Software),  as  well  as 
Graphic  Printer  (Commodore 
1515  and  1525)  and  a  genera! 
BASIC  overlay. 

Overlays  for  the  Commo- 
dore 64  programs  include:  Term 
64  and  Easy  Script  (both  by  Com- 
modore), HES  Writer  and  HES- 
mon  (both  by  Human  Engineered 
Software),  Quick  Brown  Fox 
(Quick  Brown  Fox),  WordPro  3/ 
Plus  (Professional  Software), 
Graphic  Printer  (Commodore 


ISO     COMPUTEI'sGaieHc    June  1984 


1515  and  1525),  Paper  Clip  (Bat- 
teries Included),  and  BASIC. 

Each  overlay  sells  for  S3. 95, 
plus  SI  shipping  and  handling. 

Cheatsheet  Products 
P.O.  Box 8299 
Pittsburgh,  PA  15218 
(412)456-7420 

VIC  And  64 
Cassette  Backup 


Creative  Electronics  has  pro- 
duced a  cassette  backup  for  the 
VIC-20  and  Commodore  64 
which  works  with  any  Commo- 
dore machine  with  a  data  cassette 
recorder.  Written  in  machine 
language,  the  product  allows 
you  to  protect  your  programs  on 
tape  by  creating  a  reserve  copy. 

The  cassette  backup  is  avail- 
able for  S14.95. 

Creative  Electronics 
P.O.  Box  4253 
Thousand  Oaks,  CA  91360 
(805)492-1506 

Bible  Study  For 
Commodore 


Seek-BWle  is  a  group  participation 
program  for  two  to  ten  people 
which  allows  you  to  competi- 
tively search  for  particular  sec- 
tions of  the  Bible.  It  is  available 
on  tape  for  the  VIC-20,  PET,  and 
Commodore  64  machines. 


Using  a  system  of  chal- 
lenges, search  periods,  solu- 
tions, and  an  internal  timer. 
Seek- Bible  controls  the  action  of 
the  search.  A  variety  of  menus 
are  presented  to  the  searchers 
from  which  to  choose  appropri- 
ate actions  or  supporting  dis- 
plays on  the  screen  or  printer. 

Seek- Bible  sells  for  $24.95  on 
tape.  Two  additional  search 
tapes,  Seek-Bible  2  and  Seek-Bible 
3  are  available  on  tape  for  $12.95 
each. 

SE!  Enterprises,  Inc. 
1 7  Serpi  Rood 
Highland  Mills,  NY  10930 
(516)  757-9783 


Graphics 
Package  For  64 


Doodle!,  a  graphics  program  for 
the  Commodore  64  designed  to 
effectively  use  its  color  and  high 
resolution  capabilities,  has  been 
introduced  by  City  Software. 
The  program  works  with 
either  a  track  ball  or  joystick, 
and  uses  color-coded  menus  and 
visual  cues  as  aids.  Among  its 
features  are  a  "stamp"  option 
which  lets  you  create  up  to  nine 
repeatable  graphic  symbols.  On- 
screen designs  may  be  printed  on 
the  Commodore  1525  printer  and 
most  other  popular  printers,  in- 
cluding C.  Itoh  8510  or  NEC8023, 
most  Epson  or  Star/Gemini,  and 
most  Okidata  printers. 


Doodlel's  copy  function  will 
duplicate,  squeeze,  reduce,  en- 
large, stretch,  rotate,  or  reposi- 
tion a  drawing  or  part  of  a 
drawing  on  the  screen.  The  save 
feature  will  store  drawings  on  a 
disk  for  later  recall  or  alterations. 
You  may  draw  and  erase  with 
track  ball  or  joystick  in  nine  pen 
sizes  at  nine  speeds.  With  the 
program,  you  can  draw  in  16 
colors;  choose  drawing,  fill,  and 
background  colors;  change  any 
color;  or  color  over  anything  on 
the  screen. 

The  suggested  price  for 
Doodle!  is  $39.95. 

City  Software  Distributors,  Inc. 
735  West  Wisconsin  Avenue 
Milwaukee,  Wl  53233 
(414)291-5125 


VIC-20 
Interface  Board 


A  parallel  interface  board  has 
been  produced  by  Showtronics 
for  the  VIC-20  computer. 

The  circuit  board  has  two 
parallel  eight-bit  ports.  One  port 
has  buffering  and  the  other  can 
be  used  for  input  or  output.  A 
6522  VIA  and  2716/32  Eprom  are 
also  on  the  board.  Several  in- 
cluded routines  allow  you  to  use 
the  SYS  command  for  input  or 
output  to  2-20  pin  connectors. 
The  interface  may  be  used  for 
printer  control,  cordless  tele- 
phone input,  alarm  input-output, 


COMPUTE!'*  Gazette     Juno  1984     151 


NEWS&PRODUCTS 


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/V  sample  screen  from  Columbia  Soft- 
ware's Roadsearch. 


and  other  applications. 

The  board  sells  for  $139.00. 

Showtronics 

6780  Friars  Road  #105 

San  Diego,  C A  92108 
(619)692-1212 


Computerized 
Road  Maps 


Roadsearch  and  Roadsearch-Plus 

have  been  released  by  Columbia 
Software  for  the  Commodore  64. 

These  computerized  road 
maps  simplify  the  calculation  of 
driving  routes,  determining  the 
shortest  practical  routes  between 
cities  in  its  data  base. 

Roadsearch  contains  a  data 
base  of  406  cities  and  road  inter- 
sections and  about  70,000  miles 
of  interstate  and  major  highways 
throughout  the  U.S.  and 
Canada.  Roadsearch-Plus  offers 
these  features  as  well  as  a  road 
map  development  system  that 
lets  you  customize  maps.  With 
Roadsearch-Plus,  you  can  add 
up  to  50  towns  and  100  road 
segments  anywhere  in  North 
America. 

Roadsearch  is  available  on 
disk  for  $34.95.  Roudseareh-Plus 
sells  for  S74.95  on  disk. 

Columbia  Software 
P.O.B6X2235C 

5461  March  Hawk 
Columbia,  MD  21045 
(301)997-3100 


64  Color 
Graphics 


Flying  Colors,  a  color  graphics 
package  designed  for  use  with  a 
standard  joystick,  has  been  re- 
leased for  the  Commodore  64  by 
The  Computer  Colorworks. 

With  screen  windows,  you 
can  pick  such  functions  as  thick 
and  thin  lines,  circles  and  boxes 
of  any  size,  erasures,  and  the 
ability  to  fill  enclosed  areas  with 
a  number  of  colors. 

Text  can  be  added  to  the 
screen,  and  a  grid  feature  helps 
you  align  your  pictures.  You 
may  save  and  retrieve  the  pic- 
tures that  are  created.  Flying 
Colors  also  includes  a  program 
which  allows  you  to  produce  a 
slide  show  with  the  graphic 
creations. 

Flying  Colors  is  available  for 
$39.95  on  disk. 

The  Computer  Colonearks 
3030  Bridgeway 
Sansaiito,  CA  94965 
(415)331-3022 


64  BASIC  Aid 


Don's  Program  House  has  de- 
veloped a  BASIC  programming 
aid  for  the  Commodore  64  called 
BASIC-Plus,  which  uses  two- 
touch  commands  in  order  to 


152     COMPUTEI'sGaiotlc    June  19B4 


simplify  entry  and  expand  the 
number  of  BASIC  commands. 

Additional  commands  such 
as  FIND,  REF,  CRUNCH,  UN- 
CRUNCH,  DELETE,  APPEND, 
ANALYZE,  AUTO,  and  OLD 
are  included.  The  two-touch 
commands  (FSET,  FLIST, 
FSAVE,  and  FLO  AD)  allow  the 
programmer  to  define  and  con- 
trol up  to  64  functions  by  touch- 
ing two  function  keys. 

Written  in  machine  lan- 
guage, BASIC-Plus  is  available 
on  disk  for  $21.95. 

Don's  Program  House 
481 7  Clipping  Court 
Louisville,  KY  40222 
(502)  228-0341 

VIC,  64  Modem 
Adapter 


The  Universal  Modem  Adapter 
by  Applied  Systems  and  Pro- 
ducts allows  a  VIC-20  or  a  Com- 
modore 64  to  be  used  with  any 
type  of  phone  for  telecommuni- 
cations through  a  VIC  modem. 

The  adapter  will  support 
modular  as  well  as  non-modular 
phones,  including  one-piece 
electronic  phones  with  built-in 
dialing.  It  does  not  require  any 
modification  to  your  phone  or 
the  modem.  Nor  do  you  need 
additional  equipment,  such  as 
an  RS-232  interface  or  acoustic 
coupler. 

The  modem  adapter  sells  for 


$14.95,  plus  $2  for  shipping. 

Applied  Systems  and  Products 
1021 -ii  West  Bishop 
Santa  Ana,  CA  92703 
(714)541-0233 

Games  For 
The  64 


Bytes  and  Bits  has  released 
several  new  games  for  the  Com- 
modore 64. 

Dungeons  and  Demons  is  a 
fantasy  adventure  game  in  which 
the  player  attempts  to  success- 
fully move  a  character  through 
12  levels  of  a  dungeon  in  search 
of  a  golden  chalice.  With  a  total 
of  1200  rooms  to  explore  and 
more  than  40  types  of  monsters 
to  encounter,  the  player  may 
choose  to  be  a  dwarf,  warrior, 
halfling,  thief,  elf,  or  wizard. 
The  game  sells  for  $21.95  on  disk 
and  features  three-dimensional 
graphics,  multi-color  sprite 
graphics,  and  sound. 

Goombahtz  is  a  computer 
version  of  a  dice  game  for  up  to 
six  players.  The  game  uses  six 
three-dimensional  dice  and 
flashes  more  than  100  messages 
of  encouragement,  sympathy, 
and  rule  applications  as  the  game 
progresses.  The  computer  will 
play  against  itself,  against 
another  player,  or  allow  you  to 
play  the  game  while  making 
sure  all  rules  are  followed.  Gootn- 
bahtz  is  available  for  $16.95  on 


disk  or  tape. 

Crazy  Conveyors  is  an  action 
game  that  challenges  you  to  race 
against  time  as  you  climb  lad- 
ders, slide  down  fire  poles,  and 
cross  unpredictable  moving  con- 
veyors. The  player  gathers  ammo 
while  fending  off  enemies.  A 
built-in  screen  creator  allows 
you  to  expand  the  game  up  to 
128  screens.  Additional  disks 
may  be  used  for  unlimited 
screens.  The  game  uses  custom 
characters,  multi-color  sprites, 
three-part  harmony  music,  and 
works  by  joystick  or  keyboard. 

Crazy  Conveyors  sells  for 
$29.95  on  disk. 

Bytes  and  Bits 
524  East  Canterbury  Lane 
Phoenix,  AZ  85022 
(602)  942-1475 


computers  gazette  welcomes  an- 
nouncements of  new  products  for 
ViC-20  and  Commodore  64  computers, 
especial!}/  products  aimed  at  beginning 
to  intermediate  users.  Please  send  press 
releases  and  photos  well  in  advance  to: 
Tony  Roberts,  Assistant  Managing 
Editor,  COMPUTEt's GAZETTE,  P.O. 
Box  5406,  Greensboro,  NC  27403. 

New  product  releases  are  selected  front 
submissions  for  reasons  of  timeliness, 
available  space,  ami  genera!  interest  to 
our  readers.  We  regret  that  we  are  unable 
to  select  all  new  product  submissions  for 
publication.  Readers  should  be  aware 
that  ute  present  here  some  edited  version 
of  material  submitted  by  vendors  and 
are  unable  to  vouch  for  its  accuracy  at 
time  of  publication.  <Qj 

COMPUTE!'!  Gazelle    June  1984     153 


A  Beginner's  Guide 
To  Typing  In  Programs 


What  Is  A  Program? 

A  computer  cannot  perform'any  task  by  itself. 
Like  a  car  without  gas,  a  computer  has  potential, 
bul  without  a  program,  it  isn't  going  anywhere. 
Most  of  the  programs  published  in  COMPUTEI's 
GAZETTE  for  Commodore  are  written  in  a  computer 
language  called  BASIC.  BASIC  is  easy  to  learn 
and  is  built  into  all  VIC-20s  and  Commodore  64s. 

BASIC  Programs 

Each  month,  COMPUTEI's  gazette  for  Commodore 
publishes  programs  for  both  the  VIC  and  64.  To 

start  out,  type  in  only  programs  written  for  your 
machine,  e.g.,  "VIC  Version"  if  you  have  a  VIC-20. 
Later,  when  you  gain  experience  with  your  com- 
puter''; IS  ASIC,  you  can  try  typing  in  and  converting 
certain  programs  from  another  computer  to  yours. 

Computers  can  be  picky.  Unlike  the  English 
language,  which  is  full  of  ambiguities,  BASIC  usu- 
ally has  only  one  "right  way"  of  stating  something. 
Every  letter,  character,  or  number  is  significant.  A 
common  mistake  is  substituting  a  letter  such  as 
O  for  the  numeral  0,  a  lowercase  1  for  the  numeral 
1,  or  an  uppercase  B  for  the  numeral  8,  Also,  you 
must  enter  all  punctuation  such  as  colons  and 
commas  just  as  they  appear  in  the  magazine. 
Spacing  can  be  important.  To  be  safe,  type  in  the 
listings  exactly  as  they  appear. 

Braces  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 
the  braces,  such  as  "{DOWN}".  Anything  within 
a  set  of  braces  is  a  special  character  or  characters 
that  cannot  easily  be  listed  on  a  printer.  When 
you  come  across  such  a  special  statement,  refer 
to  "How  To  Type  In  COMPUTEI's  GAZETTE 
Programs." 

About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  information 
needed  by  the  program.  Some  DATA  statements 
contain  actual  programs  (called  machine  language); 
others  contain  graphics  codes.  These  lines  are  espe- 
cially sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard  and  STOP  key  may  seem 
"dead,"  and  the  screen  may  go  blank.  Don't  panic 
-  no  damage  is  done.  To  regain  control,  you  have 

154    COMPUWs  Gazette    Juno  1984 


to  turn  off  your  computer,  then  turn  it  back  on. 
This  will  erase  whatever  program  was  in  memory, 
$0  always  SAVE  a  copy  of  your  program  before  you  RUN 
it.  If  your  computer  crashes,  you  cafi  LOAD  the 
program  and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
The  error  message  may  refer  to  the  program  line 
that  READs  the  data.  The  error  is  still  in  the  DATA 
statements,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  control  char- 
acters? It's  all  explained  in  your  computer's 
manuals. 

A  Quick  Review 

1 .  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  at  the  end  of  each  line.  Use  back- 
space or  the  back  arrow  to  correct  mistakes. 

2.  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the. 
program. 

3.  Make  sure  you've  entered  statements  in  braces 
as  the  appropriate  control  key  (see  "How  To  Type 
COMPUTEI's  GAZETTE  Programs"  elsewhere  in 
the  magazine). 


We  regret  tlmt  we  are  not  able  to  respond  to  individual 
inquiries  about  programs,  products,  or  services  appear- 
ing in  COMPUTE!';.  GAZETTE  for  Commodore  due  to 
increasing  publication  activity.  On  those  infrequent 
occasions  when  a  published  program  contains  a  typo, 
the  correction  will  appear  hi  the  magazine,  usually 
within  eight  weeks.  If  you  have  specific  questions  about 
items  or  programs  which  you've  seen  in  COMPUTEI's 
GAZETTE  for  Commodore,  please  send  them  to  Gazette 
Feedback,  P.O.  Box  5406,  Greensboro,  NC  27403. 


How  To  Type  In 
COMPUTE! 's  GAZETTE  Programs 


Many  of  the  programs  which  are  listed  in  COM- 
PUTE!^ GAZETTE  contain  special  control  characters 
(cursor  control,  color  keys,  inverse  video,  etc.). 
To  make  it  easy  to  know  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  com- 
puter, we  have  established  the  following  listing 
conventions. 

Generally,  any  VIC-20  or  Commodore  64 
program  listings  will  contain  words  within  braces 
which  spell  out  any  special  characters:  (DOWN} 
would  mean  to  press  the  cursor  down  key.  {5 
SPACES]  would  mean  to  press  the  space  bar  live 
times. 

To  indicate  that  a  key  should  be  shifted  (hold 
down  the  SHIFT  key  while  pressing  the  other 
key),  the  key  would  be  underlined  in  our  listings. 
For  example,  S  would  mean  to  type  the  S  key 
while  holding  the  shift  key.  This  would  appear 
on  your  screen  as  a  "heart"  symbol.  If  you  find 
an  underlined  key  enclosed  in  braces  (e.g.,  {10 
N  ]),  you  should  type  the  key  as  many  times  as 
indicated  {in  our  example,  you  would  enter  ten 
shitted  N's). 

If  a  key  is  enclosed  in  special  brackets,  £:;], 
you  should  hold  down  the  Commodore  key  while 
pressing  the  key  inside  the  special  brackets.  {The 
Commodore  key  is  the  key  in  the  lower  left  corner 
of  the  keyboard.)  Again,  if  the  key  is  preceded  by 
a  number,  you  should  press  the  key  as  many  times 
as  necessarv. 

Rarely,  you'll  see  a  solitary  letter  of  the  al- 
phabet enclosed  in  braces.  These  characters  can 
be  entered  on  the  Commodore  64  by  holding  down 


the  CTRL  key  while  typing  the  letter  in  the  braces. 
For  example,  {A}  would  indicate  that  you  should 
press  CTRL-A.  You  should  never  have  to  enter 
such  a  character  on  the  VIC-20,  but  if  you  do,  you 
would  have  to  leave  the  quote  mode  (press  RE- 
TURN and  cursor  back  up  to  the  position  where 
the  control  character  should  go),  press  CTRL-9 
{RVS  ON),  the  letter  in  braces,  and  then  CTRL-0 
(RVSOFF). 

About  the  quote  mode:  You  know  that  you  can 
move  the  cursor  around  the  screen  with  the  CRSR 
keys.  Sometimes  a  programmer  will  want  to  move 
the  cursor  under  program  control.  That's  why 
you  see  all  the  {LEFTJ's,  [HOME}'s,  and 
{ BLUj's  in  our  programs.  The  only  way  the  com- 
puter can  tell  the  difference  between  direct  and 
programmed  cursor  control  is  the  quote  mode. 

Once  you  press  the  quote  {the  double  quote/ 
SHIFT-2),  you  are  in  the  quote  mode.  If  you  type 
something  and  then  try  to  change  it  by  moving 
the  cursor  left,  you'll  only  get  a  bunch  of  reverse- 
video  lines.  These  are  the  symbols  for  cursor  left. 
The  only  editing  key  that  isn't  programmable  is 
the  DEL  key;  you  can  still  use  DEL  to  back  up  and 
edit  the  line.  Once  you  type  another  quote,  you 
are  out  of  quote  mode. 

You  also  go  into  quote  mode  when  you  1N- 
SerT  spaces  into  a  line.  In  any  case,  the  easiest 
way  to  get  out  of  quote  mode  is  to  just  press  RE- 
TURN. You'll  then  be  out  of  quote  mode  and  vou 
can  cursor  up  to  the  mistyped  line  and  fix  it. 

Use  the  following  table  when  eril  -ring  cursor 
and  color  control  keys: 


When  You  Read 

iCLR) 

t  HOME } 

{UP] 
[ DOWN } 
{LEFT} 
{RIGHT} 

Ervs} 

[OFF) 

[blk] 
{wht} 
{red) 


Press: 


See:      When  You  Read:       Press: 


CLRHOME 


01  R  liDM! 


SHUT 


f  CRSR  ^ 


♦  CRSK^ 


»CR5R  ■*■  I    '  I 


♦  CR5R-*J 


CTBl 


CTRL  J)       , 

CTRL  |          : 

CTRL 

3 

s 
■ 


E£ 


{cyn} 
{pur) 
[grn} 
[blu) 

{YELj 

Ell 

E2| 

|4l 

£51 
£63 


CTRL 

1  ■  1 

CTRL 

1  ■  1 

CTRL 

1  '  1 

CTRL 

1 '  1 

CTRL 

1 •  i 

o 

J 

0 

4 

O 

5 

o 

( 

See: 

Whei 

k. 

E71 

li 

est 

□ 

ipi) 

G 

lF2] 

53 

{P3) 

L-  -3 

JF4} 

PS 

[F5J 

8 

1F6) 

H 

{F7J 

E 

EF8! 

Piess: 

BtZI 

o[T] 


See: 

■  ■ 

B  ■ 


11 

SHIFT 

ft 

JJ 

SHIFT 

11 

0 

SHIFT 

■ 

" 

SHIFT 

' 

COMPUW.'s  Gazelle    Juno  1984     155 


The  Automatic  Proofreader 


"  I  ho  Automatic  Proofreader"  will  help  you  type  in  program 
listings  from  COMPUTE!'*  Gazette  without  typing  mistakes.  It 
is  a  short  error-cheeking  program  that  hides  itself  in  memory. 
When  activated,  it  lets  you  know  immediately  after  typing  a 
line  from  a  program  listing  if  you  have  made  a  mistake. 
Please  read  these  instructions  carefully  before  typing  any 
programs  in  COMPUTEJ'b Gazette. 

Preparing  The  Proofreader 

1.  Using  the  listing  below,  type  in  the  Proofreader.  The 
same  program  works  on  both  the  VIC -20  and  Commodore 
64.  Be  very  careful  when  entering  the  DATA  statements  — 
don't  type  an  1  instead  of  a  1,  an  O  instead  of  a  0,  extra 
commas,  etc. 

2.  SAVE  the  Proofreader  on  tape  or  disk  at  least  twice 
before  running  it  for  the  first  time.  This  is  very  important  because 
the  Proofreader  erases  this  part  of  itself  when  you  first  type 
RUN. 

3.  After  the  Proofreader  isSAVEd,  type  RUN.  It  will 
check  itself  for  typing  errors  in  the  DATA  statements  and 
warn  you  if  there's  a  mistake.  Correct  any  errors  and  SAVE 
the  corrected  version.  Keep  a  copy  in  a  safe  place  —  you'll 
need  it  again  and  again,  every  time  vim  enter  a  program 
from  COM  I'l   n  !'s  Gazelle. 

4.  When  a  correct  version  of  the  Proofreader  is  RUN,  it 
activates  i  I  self.  You  are  now  ready  to  en  lei  a  program  listing. 
It  you  press  RUN  STO I '-PI-STORE,  the  Proofreader  is  dis- 
abled. To  reactivate  it,  just  type  the  command  SYS  886  and 
press  RETURN. 

Using  The  Proofreader 

All  VIC  and  64  listings  in  COMI'UTHi's  .Gazelle  now  have  a 
i  linksum  unmhei  appended  to  the  end  ol  each  line,  for  example 
":rem  123".  Don't  enter  this  statement  when  typing  in  n  program. 
It  is  jusl  for  your  information.  The  rem  makes  the  number 
harmless  if  someone  does  type  it  in.  It  will,  however,  use  up 
memory  if  you  enter  it,  and  it  will  confuse  the  Proofreader, 
even  if  you  entered  the  rest  of  the  line  correctly. 

When  you  type  in  a  line  from  a  program  listing  and 
press  RETURN,  the  Proofreader  displays  a  number  at  the 
top  of  your  screen.  This  checksum  number  must  mutch  the 
checksum  number  in  the  printed  listing.  If  it  doesn't,  it  means 
you  typed  the  line  differently  than  the  way  it  is  listed.  Im- 
mediately recheck  your  typing.  Remember,  don't  type  the 
rem  statement  with  the  checksum  number;  it  is  published 
only  so  you  can  check  it  against  the  number  which  appears 
on  your  screen. 

The  Proofreader  is  not  picky  with  spaces.  It  will  not 
notice  extra  spaces  or  missing  ones.  This  is  tor  your  conven- 
ience, since  spacing  is  generally  not  important.  But  occasion- 
ally proper  spacing  is  important,  so  be  extra  careful  with 
spaces,  since  the  Proofreader  will  catch  practically  everything 
else  that  can  go  wrong. 

There's  another  thing  to  watch  out  for:  if  you  enter  the 
line  by  using  abbreviations  for  commands,  the  checksum 
will  not  match  up.  But  there  is  a  way  to  make  l he  Proofreader 
check  it.  Atter  entering  the  line,  LIST  it.  This  eliminates  the 
abbreviations.  Then  move  the  cursor  up  to  the  line  and  press 
RETURN.  11  should  now  match  the  checksum.  You  can  check 
whole  groups  of  lines  this  way. 

Special  Tape  SAVE  Instructions 

When  you're  done  typing  a  listing,  you  must  disable  the 
Proofreader  before  SAVEing  the  program  on  tape.  Disable 
156    COMPUWs  Gazette    June  1984 


the  Proofreader  by  pressing  RUN/STOP- RESTORE  (hold 
down  the  RUN/STOP  key  and  sharply  hit  the  RESTORE 
key).  This  procedure  is  not  necessary  for  disk  SAVEs,  hut  you 
must  disable  the  Proofreader  this  way  before  a  tape  SAVE. 

SAVE  to  tape  erases  the  Proofreader  from  memory,  so 
you'll  have  to  LOAD  and  RUN  it  again  if  you  want  to  type 
another  listing.  SAVE  to  disk  does  not  erase  the  Proofreader. 

Replace  Original  Proofreader 

If  you  typed  in  the  original  version  of  the  Proofreader  (Oc- 
tober 1983  issue),  you  should  replace  it  with  the  improved 
version  below.  We  added  a  POKE  to  the  original  version  to 
protect  it  from  being  erased  when  you  LOAD  another  pro- 
gram from  tape.  The  POKE  does  protect  the  Proofreader, 
and  the  Proofreader  itself  was  not  affected.  However,  a 
quirk  in  the  VIC-20's  operating  system  means  that  programs 
typed  in  with  the  Proofreader  and  SAVEd  on  tape  cannot  be 
I  t  )ADed  properly  later.  If  you  LOAD  a  program  SAVEd 
vvhile  the  Proofreader  was  in  memory,  you  see  ?LOAD 
ERROR.  This  applies  only  to  VIC  tape  SAVEs  (disk  SAVEs 
vvork  OK,  and  the  quirk  was  fixed  in  the  Commodore  64). 

If  you  have  a  program  typed  in  with  the  original  Proof- 
reader and  SAVEd  on  tape,  follow  this  special  LOAD 
procedure: 

1.  Turn  the  power  off,  then  on. 

2.  LOAD  the  program  from  tape  (disregard  the  ?LOAD 
ERROR). 

3.  Enter:  POKI-:45,PEEK(174):POKE46,PEEK(175):CLR 

4.  ReSAVE  the  program  to  tape. 

The  program  will  LOAD  fine  in  the  future.  We  strongly 
recommend  thai  you  type  in  the  new  version  of  the  Proof- 
reader and  discard  the  old  tine. 


Automatic  Proofreader  For  VIC  And  64 

100  PRINT" [CLR} PLEASE  WAIT . . . " : FOR I =88 6 TO 

1018:READA:CK=CK+A:POKEI,A:NEXT 
110  IF  CK<> 17539  THEM  PRINT" { DOWN J  YOU  MAD 
E  AN  ERROR" SPRINT" IN  DATA  STATEMENTS. 
"  jEND 
120  SYS8Q6:PRINT"[CLRj {2  DOWN) PROOFREADER 

ACTIVATED." :NEW 
886  DATA  173,036,003,201,150,208 
892  DATft  001,096,141,151,003,173 
898  DATA  037,003,141,152,003,169 
904  DATA  150,141,036,003,169,003 
910  DATA  141,037,003,169,000,133 
916  DATA  254,096,032,087,241,133 
922  DATA  251,134,252,132,253,008 
928  DATA  201,013,240,017,201,032 
934  DATA  240,005,024,101,254,133 
940  DATA  254,165,251,166,252,164 
946  DATA  253,040,096,169,013,032 
952  DATA  210,255,165,214,141,251 
958  DATA  003,206,251,003,169,000 
964  DATA  133,216,169,019,032,210 
970  DATA  255,169,018,032,210,255 
976  DATA  169,058,032,210,255,166 
982  DATA  254,169,000,133,254,172 
988  DATA  151,003,192,087,208,006 
994  DATA  032,205,189,076,235,003 
1000  DATA  032,205,221,169,032,032 
1006  DATA  210,255,032,210,255,173 
1012  DATA  251,003,133,214,076,173 
1018  DATA  003 


Castle  Dungeon 


See  article  on  page  52, 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTED  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"Tne  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1 : 

Castle  Dungeon — VIC  Version,  Loader 

1  PRINTCHR? ( 147 } : POKE52 , 29 i PQKE56 , 29 :CLR 

: rem  153 

2  SV=36873:Sl=SV+l:S2=SV+2:S3=SV+3:V=SV+5 
:SB=SV+6  :rem  21 

3  READL,N:IFN=-1THEN5  :  rem  43 

4  FORJ=0TON : READS : POKEL+J , S : NEXT  i  GOT03 

; rem  52 

5  POKESB, 110 :FORT=1TO500: NEXT      : rem  75 

6  F0RM=1T03:READA,B,C,D,E  : rem  3 

7  POKESl,A:POKES2,B:POKES3,C:FORJ=15TOEST 
EP-1 : POKEV, J : FORT=lTOD : NEXT ! NEXT : NEXT 

: rem  11 

10  FORT=1TO2000:NEXT  : rem  232 

11  PRINTCHR? (147) iFORT=lTO500 :NEXT 

: rem  113 

12  POKESB, 59: POKESV-4, 242         : rem  248 

13  FORT=1TO500:NEXT  :rem  190 

14  PRINTCHR? (144)" {UP} {RIGHTlFIND  AND  DEF 
USE  THE"  :rem  224 

15  PRINT  SPRINT"  BOMBS  HIDDEN  IN  THE" 

:rem  149 

16  PRINT: PRINT"  DUNGEON.  DON'T  FALL" 

:rem  56 

17  PRINT: PRINT"  INTO  A  PIT  OR  GET" 

:rem  233 

18  PRINT" {DOWN) {RIGHT] EATEN  BY  A  BEAST." 

:rem  78 

19  PRINT" (DOWN) (RIGHT) PRESS  THE  "L"  KEY  F 
OR"  :rem  65 

20  PRINT" [RIGHTjA  LEVITATION  SPELL." 

:rem  62 

21  PRINT: PRINT "{RIGHT) YOU  HAVE  5  MINUTES" 

: rem  19 

22  PRINT" {DOWN} (RIGHT) TO  COMPLETE  YOUR";P 
RINT"{DOWN} [RIGHT  3  QUEST. "      : rem  167 

23  POKE143,VAL{MID?(TI?,5,2))      : rem  91 

24  READCL:IFCL=-1THEN26  : rem  155 

2 5  FORJ=CLTOCL+7 : READCC : POKEJ , CC : NEXT : GOT 
024  :rem  139 

26  PRINT: PRINT "(HIT  ANY  KEY  TO  BEGIN)" 

: rem  143 

27  GETA?:IFA?=""THEN27  : rem  245 

28  PRINT" [CLR} " :F0RJ=1T03 : POKESV+J,0 :NEXT 
:S?="LO"+CHR?(34)+"D"+CHR?(34)+",8:"+C 
HR?(131)  :rem  192 

29  FOR  I=1T0LEN(S$) :POKE630+I,ASC{MID?(S? 
,1)')  :  NEXT  i  POKE  198,  I :  END         :  rem  98 

30  DATA7878,20, 114,64,73, 73, 32, 110,85,73, 
110,85,64,73, 112,64,75,85,64,73,85,73, 
110  :rem  14 

31  DATA7900, 20,93, 32, 93,93, 32, 93, 93,93,93 
,93,64,73,107,64,32,93,32,93,93,93,93 

: rem  94 

32  DATA7922, 20, 113, 64, 75,74,64, 115,125,74 


,75,74,64,75,109,64,73,74,64,75,125,74 
,75  : rem  34 

33  DATA7792,17,85,64, 73, 112,64, 110,85,64, 
75,64, 114,64,112,32,32,112,64,75 

: rem  75 

34  DATA7814,16,93,32,32,107,64,115,74,64, 
73,32,93,32,93,32,32,107,64     :rem  80 

35  DATA7836,17,74,64,75,75,32,125,85,64,7 
5,32,75,32,74,64,75,109,64,73  :rem  216 

40  DATA  -1,-1  :rem  102 

41  DATA0, 0,219, 36, 5, 0,236, 231, 36,  5, 23 7, 23 
1,226,100,0  :rem  13 

44  DATA7632,247,227,246,193,215,247,235,2 
35, 7640,255,34,34, 34,255,68,68,68 

:rem  162 

45  DATA7648, 255, 2 31, 195, 129 ,129,131,199,2 
55,7656,255,191,95,64,90,186,255,255 

: rem  76 

46  DATA7664,191,121,112,1,0,135,55,115,76 
72,255,239,247,231,195,195,231,255 

:rem  184 

47  DATA7424,255,255,255,255,255,2  55,255,2 
55,7440,25  5,255,255,129,129,255,255,25 
5,7432  irem  205 

48  DATA255,255,255,255,255,255,255,255,74 
48,255,253,251,247,143,207,175,255 

:rem  210 

49  DATA7456, 191 ,121,112,1,0,135,55,115,74 
64,255,255,231,0,0,231,255,255,-1 

:rem   98 

Program  2: 

Castle  Dungeon— VIC  Version,  Main 
Program 

1  PRINTCHR? { 147 );CHR?( 144) :S1=36874 :S2=S1 
+1:S3=S1+2:S4=S1+3:V=S1+4:SB=S1+5:CL=S1 
-5  :rem  255 

2  C=30720 :L=7680:MW=59:FC=0: PC=33 : BT=8182 
:FV=15:FP=0:CS=0:POKESB,8:R=37154:AF=0: 
KF=0  ;rem  215 

3  POKEV, 15 :POKECL, 255 :FORJ=LTOL+505 : POKEJ 
+C,0: POKEJ, 32: NEXT  : rem  236 

4  READD:IFD=-1THEN6  :rem  161 

5  POKEL+D,MW:L=L+D:GOT04  : rem  20 

6  L=7680:FORJ=1TO9:READD:POKEL+D, 34: NEXT 

: rem  19 

7  FORJ=l T046 : READD : POKEL+D ,33: NEXT 

:rem  172 

8  FORJ=lT03:GOSUB67:POKEB4-L,63: NEXT:  rem  4 

9  F0RJ  =  1T09  :GOSUB67  :  POKEB-fL,  36  :NEXT 

: rem  11 

10  PC=32:G0SUB67:P0KEB+L,61       :  rem  114 

11  G0SUB67:P0KEB+L,35  : rem  5 

1 2  FORJ=l T03 : GOSUB67 : POKEB+L , 60 : NEXT 

: rem  44 

13  GOSUB67:M=B+L:TI?="000000"     : rem  106 

14  POKER, 127 :JS=(PEEK( 37137 )AND28)OR( PEEK 
( 37152 )AND1 28) : JS=ABS( JS-100 )/4-7 : POKE 
R,255  :rem  129 

15  IFTI?> "000500 "THEN48  : rem  248 

16  IFJS=6THENDR=-22  s rem  153 

17  IFJS=5THENDR=22  : rem  108 

18  IFJS=3THENDR=-1  ;rem  101 

19  IFJS=11THENDR=1  : rem  104 

20  IPJS=7THENDR=0  : rem  52 

21  P=PEEK(DR+M) :IFP=59THENDR=0    : rem  106 

22  IFP=35THENCS=1 tPOKEBT , 35 :POKEBT+C, 5 :BT 
=BT+1  :rem  123 

23  IFP=36THEN78  : rem  136 

COMPUTED  Gazette     June  1984     157 


24  IFP=34ANDKF=0THENGOSUB73       t rem  211 

25  IFP=61THENKF=1 :P0KEB181 , 61 : POKE8181+C, 
5  s  rem  240 

26  GETL$:IFL?="L"THENLS=l:GOSUB82  :rem  30 

27  IFP=60ANDLS<>1THENFP=1  : rem  59 

28  IFP=60ANDLS=lTHENFP=2sPIT=M+DRsrem  114 

29  IFP=63THENAF=AF+1  :  POKEBT,  63  -.  POKEBT+C,  5 
:BT=BT+1 SGOSUB75  : rem  77 

30  IFDR=0ANDFC=1THEN44  : rem  86 

31  POKEM, 32 : POKEM+C, 7 : POKEM+DR+C, 7 : POKEM+ 
DR, 58  :rem  80 

32  POKEM+DR+C-22 , 7 : POKEM+DR+C+22, 7 : POKEM+ 
DR+C+l,7:POKEM+DR+C-l,7         : rem  37 

33  POKEM+DR+C-23 , 7 : POKEM+DR+C+23 , 7 : POKEM+ 
DR+C+21 , 7  t POKEM+DR+C-21 , 7 : FC=1 : rem  189 

34  IFP=35ORP=61THENGOSUB70        : rem  150 

35  IFFP=1THENPOKEM+DR,60:GOTO76   : rem  217 

36  IFPS=1THENPOKEPIT,60:PS=0       : rem  48 

37  IFFP=2THENPS=lsFP=0  : rem  123 

38  LS=0:IFDR=0THEN44  : rem  218 

39  POKES3 , 240 : F0RT=1T02 : NEXT : P0KES3 , 0 

:rem  95 

40  IFDR=-22THENPOKEM+C+23 , 0: POKEM+C+22 , 0: 
POKEM+C+21,0sGOTO44  :rem  84 

41  !FDR=lTHENPOKEM+C-23 , 0 : POKEM+C-1 , 0 : POK 
EM+C+21,0:GOTO44  srem  198 

42  IFDR=-1THENP0KEM+C-21 , 0 : POKEM+C+1 , 0 : PO 
KEM+C+2  3,0:GOTO44  ;rem  242 

43  POKEM+C-23 , 0 : POKEM+C-22 , 0 : POKEM+C-21 , 0 

: rem  96 

44  M=M+DRsFC=l s IFAF=3THEN46       trem  138 

45  G0T014  i rem  7 

46  POKESB, 27 sFORT=lTO3000s NEXT: POKECL, 240 
:PRINTCHR? ( 147 ); PRINT"  YOU  SAVED  THE  C 
ASTLE"  srem  12 

47  PRINT: PRINT: PRINT"  PLAY  AGAIN?" :GOT052 

: rem  121 

48  P0KES4, 220 sFORJ=15TO0STEP-. 5s POKESB, 12 
7sPOKEV,JsFORT=lTO10sNEXT      : rem  23  2 

49  POKESB, 42 : FORT=1TO10 : NEXT : NEXT : POKES4 , 
0  :rem  232 

50  FORT=1TO5000:NEXT  : rem  239 

51  POKECL, 240 sPRINTCHR$( 147 ): PRINT "PLAY  A 
GAIN?  Y/N"  :rem  81 

52  GETA$:IFA$=""THEN52  : rem  241 

53  IFA$="Y"THENRESTOREsGOT01       : rem  45 

54  IFA$<>"N"THEN52  : rem  255 

55  END  : rem  65 

56  DATA0 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 
1,1,1,1,1,1,3,4,6,8,1,3,4,2,1,1,2,2,1, 
1,1,1,2  srem  250 

57  DATA1 ,2,1,1,1,2,2,4,2,4,2,1,2,5,2,2,1, 
1,2,1,3,2,1,2,3,2,2,3,4,2,1,2,1,5,2,2, 
1,2,4,5  srem  18 

58  DATA1 ,1,1,1,1,1,2,3,2,1,1,1,1,2,1,1,1, 
1,7,3,6,2,3,1,2,1,1,2,1,1,1,1,2,1,1,1, 
1,2,3,1  srem  254 

59  DATA2 ,6,2,2,4,2,1,2,1,2,3,3,4,2,7,1,2, 
1,1,1,1,1,1,1,1,4,1,2,1,1,2,1,12,2,3,2 
,2,1,1,1  :rem  61 

60  DATA2 ,1,2,2,1,2,2,3,2,2,1,2,2,3,3,2,1, 
1,1,1,1,2,2,1,2,2,1,1,1,3,3,4,2,2,1,4, 
3,1,1,1  :rem  254 

61  DATA1,2,2, 1,1,4,1,2,2,9,6,2,1,2,1,1,1, 
1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,4,2,5,2, 
8,1,6  : rem  173 

62  DATA3 ,4,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 
1,1,1,1,1,1,1,1,-1  srem  252 

63  DATA67,7  2,102,127, 140,240,280,316,419 

:rem  227 

64  DATA23,24,26,27, 28, 45 , 46 , 48, 49, 50, 82 , 8 

158    COMPUTE!';  Gazette    Juno  1984 


3,84,105,106,123,124,125,145,146,147,1 
62,163  I  rem  154 

65  DATA184, 185, 195, 196, 217, 218, 301, 302, 32 
3,324,338,3  39, 360,361,441,442,443,445 

: rem  85 

66  DATA463,464,465,466,467         : rem  81 

67  B=INT(RND(l)*501)+0  I  rem  169 

68  IFPEEK(B+L)<>PCTHEN67         : rem  213 

69  RETURN  : rem  79 

70  POKES3,185:POKES2,202:POKES1, 202:FORJ= 
15TO0STEP-.5:POKEV,J:NEXT:POKES3,210 

: rem  74 

71  P0KES1, 232:POKES2, 232 :FORJ=15TO0STEP- , 
05:POKEV,J:NEXT  : rem  26 

72  FORJ=0TO2:POKES1+J,0:NEXT:POKEV, 15:RET 
URN  : rem  126 

73  POKEM,32:POKEM+DR,37:POKES4, 130:FORJ=1 
5TO0STEP-1 : POKEV , J : NEXT : POKES4 , 0 : POKEM 
+DR,34  :rem  179 

74  POKEM,58:POKEV,15:DR=0iFORT=lTO500:NEX 
T:RETURN  : rem  188 

7  5  P0KES3 , 220 : FORT=1TO50 :NEXT : P0KES3 , 0 : RE 
TURN  srem  170 

76  FORJ=254TO180STEP-.5:POKES2,J:POKES3,J 
: POKEV , FV : FV=FV- . 1 : NEXT : P0KES2 , 0 : POKES 
3,0  :rem  23 

77  POKECL, 240 :PRINTCHR${ 147) : PRINT"  YOU  F 
ELL  INTO  A  PIT":G0T081  srem  18 

78  FORG=190TO235 : P0KES4 , G : FORT=1TO10 : NEXT 
:NEXT:FORG=235TO220STEP-lsPOKES4,G:FOR 
T=1TO20  srem  72 

79  NEXT s NEXT : FORJ=15T05STEP- . 1 : POKEV, J iNE 
XTiPOKES4,0:POKEV,15:IFCS=lTHEN24 

srem  131 

80  POKECL, 240 :PRINTCHR${ 147) j PRINT"  YOU  L 
OST  TO  A  BEAST  11"  : rem  124 

81  POKESB, 27 : FORT=1TO3000 : NEXT : GOT051 

srem  93 

82  FORI=0TO3:FORJ=0TO15:POKEV,J:N=180+I*J 
s POKES 3, NsNEXTJ, I: POKES 3,0: RETURN 

: rem   63 

Program  3: 

Castle  Dungeon — 64  Version 

0  GOSUB  5000sGOSUB1500sGOSUB200:GOSUB1000 
:GOSUB1100:GOSUB1300: sGOSUB1010s  rem  108 

1  GOSUB  1140  srem  119 
5  GOSUB  3000:GOSUB  4000SGOSUB  1500:TI$="0 

00000"  srem  18 

7  GOSUB  20s GOTO  7  srem  195 

10  JOY=0:JY=PEEK( 56320) s J2=15- ( JYAND15 ) :0 
NJ2  GOTOll, 12, 12,13,13, 13, 13, 14  s  RETURN 

srem  250 

11  JOY=-40 s RETURN  srem  60 

12  JOY=40: RETURN  srem  16 

13  JOY=-l : RETURN  srem  11 

14  JOY=l s RETURN  srem  223 
20  GOSUB  10  srem  67 
25  GET  A$sIFA$="L"  THEN  GOSUB  491:LEVITAT 

E=-l  : rem  39 

27  IF  TI$>"000300"THEN  A$="YOUR  TIME  RAN 

t SPACE} OUT " s GOTO  600  srem  211 

30  TEMP=PEEK(MAN+JOY)-40:IFTEMP<0THENLEVI 

TATE=0s GOTO 170  srem  70 

40  ON  TEMP  GOSUB  50,60,80,90,110,130,140, 

150, 160: GOTO  170  srem  166 

50  GOSUB  220 sJOY=0s RETURN  srem  44 

60  IFNOTLEVITATETHENPOKEMAN , BLANK  s  GOSUB12 

5:A$="YOU  FELL  INTO  A  PIT":GOTO105 

srem  21 


70  K=l: RETURN  s rem  58 

80  KEY=-1:POKE1303,43:POKE55575,1:GOSUB  4 
01: RETURN  : rem  233 

90  GOSUB  320: IF  NOT  SWRD  THEN  A$="YOU  LOS 
T  TO  A  BEAST" :GOTO  600         : rem  40 
100  GOSUB  360: RETURN  : rem  196 

105  GOSUB  220 :FORTD=1TO200:NEXT: GOTO  600 

: rem  136 
110  BOMB=B0MB-l:POKE  1823+40*BOMB, 45 : POKE 
56095+40*BOMB, 1:IF  BOMB=0  THEN  500 

:rem  212 
120  RETURN  :rem  115 

125  GOSUB260:GOSUB220:FORTD=1TO200  .-RETURN 

: rem  116 

130  RETURN  :rem  116 

140  IF  NOT  KEY  THEN  GOSUB  220 : JOY=0:RETUR 

N  : rem  244 

150  RETURN  :rem  118 

160  SWRD=-1: GOSUB  401: POKE  1423 , 49:POKE55 

695,1:RETURN  : rem  123 

170  XH=0:POKE  MAN, BLANK:MAN=MAN+JOY: POKE 

(SPACEjMAN, FIGURE: IF  K=l  THEN  POKE  MA 

N,42:K=1  :rem  62 

180  Q=MAN-1024:Y=INT(Q/40) :X=(Q-Y*40 ) *8:I 

FX>255THENXH=INT(X/256) :X=X-XH*2  56 

: rem  240 

190  Y=Y*8+32:POKE  HXSPRITE,XH: POKE  LXSPRI 

TE,X:POKE  YSPRITE, Y:BLANK=32  :rem  241 

195  IFK=1THENK=0:BLANK=42  : rem  19 

196  RETURN  : rem  128 

200  FOR  I=1T04:READ  NO( 1 , I ) , DUR( 1 , I ) :NEXT 

: rem  120 

201  FOR  I=1T07:READ  N0( 2, I ) , NL( 2 , I ) , DUR{ 2 
,1) :NEXT  :rem  60 

205  RETURN  :rem  119 

210  DATA  8,100,7,50,7,50,12,300,14 

:rem  105 

211  DATA  2,24,100,2,24,100,2,24,100,2,163 
,100,2,24,100,2,163,100,3,35  :rem  235 

220  REM  BUMP  SOUND  : rem  53 

230  POKE  Hl,15:POKE  LI , 10  : rem  66 

240  POKE  VOLUME, 15: POKE  ATTDEC, 20 : POKE  SU 

STREL,5:P0KE  WAVE, NOISE        : rem  29 
250  FOR  TD=1TO10: NEXT: POKE  WAVE,NOISE-l :F 

OR  TD=1T02: NEXT: RETURN         : rem  52 
260  REM  FALLING  SOUND  : rem  2 

270  POKE  ATTDEC, 10: POKE  SUSTREL, 10 : POKE  V 

OLUME  , 15  :rem  5 

280  FOR  1=200  TO  100  STEP-1        : rem  103 
290  POKE  HI, I: POKE  H2, 100: POKE  WAVE,TRIAN 

GLE  : rem  118 

300  FOR  TD=1T03: NEXT: POKE  WAVE, TRIANGLE-1 

:FOR  TD=1T03:NEXT:NEXT  I      : rem  131 
310  RETURN  :rem  116 

320  REM  LION  SOUND  : rem  52 

330  POKE  ATTDEC, 100: POKE  SUSTREL, 100 : POKE 
VOLUME, 15  :rem  98 

340  POKE  HI, 2  :POKE  H2, 10: POKE  WAVE, NOISE 

: FORTD=1TO1000 :NEXT : POKE  WAVE , NOISE-1 

:rem  251 
350  FORTD=1TO100: NEXT: RETURN  : rem  76 
360  REM  VICTORY  SOUND  : rem  54 

370  POKE  ATTDEC, 100: POKE  SUSTREL, 100 : POKE 
VOLUME, 15  :rem  102 

380  FORI=  1  TO  4: POKE  HI ,  NO(l ,  I )  ;  POKE  H2, 

100: POKE  WAVE, SAW  : rem  5 

390  FOR  TD=1  TO  DUR{ 1 , I ) : NEXT: POKE  WAVE,S 

AW- 1: FOR  TD=1  TO  DUR( 1, I ) : NEXT: NEXT 

: rem  54 
400  RETURN  :rem  116 


401  POKE  ATTDEC, 14: POKE  SUSTREL, 201 

: rem  100 

402  POKE  HI, 120: POKE  WAVE,SAW:FORTD=1TO10 
0 : NEXT: POKEWAVE, SAW-1  : rem  149 

403  FOR  TD=1TO200:NEXT:RETURN      : rem  76 
410  REM  WIN  SOUND  AND  OPENING  SOUND 

:rem  92 

420  POKEVOLUME, 15: POKE  ATTDEC, 17 : POKE  SUS 

TREL,140  :rem  61 

430  FOR  1=  1T07:P0KE  H2, N0( 2, I ) :POKE  H1,N 

L{2,I):POKE  WAVE  , SAW  :  rem  6 

440  FOR  TD=1T0DUR(2, I) :NEXT: POKEWAVE , SAW- 

1 : FORTD=lTODUR{ 2 , I } :NEXT : NEXT : RETURN 

: rem  78 

450  REM  LOSE  SOUND  s rem  57 

460  POKE  ATTDEC, 100: POKE  SUSTREL, 120 : POKE 

VOLUME, 15  :rem  104 

470  POKE  HI, 4: POKE  LI, 48: POKE  WAVE, SAW : FO 

RTD=1TO500: NEXT: POKE  WAVE, S AW- 1 

:rem  189 
480  FOR  TD=1TO400:NEXT:POKE  HI , 2 : POKEL1 , 2 
4 : POKEWAVE, SAW: FORTD=1TO900:NEXT 

: rem  128 

485  POKEWAVE, SAW-1: FOR  TD=1TO500 :NEXT: RET 

URN  :rem  106 

490  REM  LEVITATE  SOUND  : rem  104 

491  POKE  ATTDEC, 100: POKE  SUSTREL, 250 : POKE 

VOLUME, 15  :rem  112 

492  FOR  A=10TO20:FOR  B=20  T027:POKE  H1,A+ 
B:POKE  LI, 40: POKE  WAVE, TRIANGLE 

: rem  200 

493  FOR  TD=1  T02  : NEXT: POKE  WAVE, TRIANGLE 
-liFOR  TD=1  TO  1: NEXT: NEXT: NEXT 

srem  189 

494  RETURN  : rem  129 
500  P0KE5 3 269,0: GOSUB  410: POKE  BACKGROUND 

,l:FOR  TD=1  TO  2000:NEXT       : rem  35 
510  PRINT" (CLR}": POKE  251 , 50 :PRINT" {BLK} 
(7  DOWNlfll  RIGHT} CONGRATULATIONS  I" 

: rem  123 
520  PRINT"(2  DOWN) (9  RIGHTjYOU  SAVED  THE 

{SPACE} CASTLE"  : rem  156 

530  GOTO  700  :rem  104 

600  POKE  53269,0: POKE  BACKGROUND, 1 : GOSUB 
{SPACE} 450: FOR  TD=1  TO  2000: NEXT 

: rem  40 
610  PRINT"{CLR} {8  DOWN} {BLK} "SPC( ( ( 40-{ LE 
N(AS)))/2))A$  srem  41 

620  PRINT" {3  DOWN} {10  RIGHT} YOU  LOST  THE 

{SPACE} CASTLE  1"  srem  187 

630  GOTO  710  :rem  106 

700  POKE251 , 0 :FORTD=1TO1500 :NEXT: PRINT" 

{2  DOWN} { 14  RIGHTjTHIS  TIME"  : rem  237 
710  FORTD=1TO500: NEXT: PRINT" {5  DOWN} 

{6  SPACES} HIT  Y  FOR  FURTHER  ADVENTURE 

S"  :rem  220 

720   GET   ANS$:IFANS$=""THEN720  : rem   151 

7  30    IF    ANS?="Y"THEN    POKE    BACKGROUND, 0 : GOT 

O   5  :rem   75 

740  POKE251,0:END  : rem  207 

1000  FORL=679TO703:READA:POKEL,A:NEXT:POK 

E806 , 167 : POKE807 , 2 : POKE251 , 40 : RETURN 

: rem  40 
1010  PRINTCHR?(144)"{CLR] {5  DOWN}[WHT} 

{2  SPACES JFIND  THE  BOMBS  HIDDEN  IN  T 

HE  DUNGEON."  ; rem  66 

1020  PRINT" {DOWN} (2  RIGHT} DON'T  FALL  INTO 

A  PIT  OR  GET  EATEN  BY  "      : rem  75 

1030  PRINT"  [2  RIGHT  J A  BEAST.  PRESS  THE  'L 

KEY  FOR  A  "  :rem  198 


COMPUTE!'!  Gaiette    Juno  1984     159 


1040  PRINT" [DOWN} [2  SPACES ] LEVITATION  SPE 

LL.  YOU  HAVE  3  MINUTES"      : rem  205 
1050  PRINT" {DOWN} {2  SPACES JTO  FULFILL  YOU    1510 

R  QUEST. "  srem  104 

1060  PRINT: PRINT: PRINT "{9  SPACES} (HIT  BUT   1515 

TON  TO  BEGIN)"  : rem  64 

1065  GOSUB  10: IF  JY<>111  THEN  1065: rem  33 
1067  RETURN  :  rem  174   1517 

1070  DATA72,138,72,152,72, 166,251,240,8,1 

60,255,136,208,253,202        : rem  81   1518 
1080  DATA  208,248,104,168,104,170,104,76,    1520 

202,241  :rem  53 

1100  CM=14336:CS=53248:POKE56334,PEEK(563   3000 

34 ) AND254 : P0KE1 , PEEK ( 1 ) AND2  51 

:rem  254   3010 
1110  FORI=0TO1023:POKECM+I,PEEK(CS+l) :NEX 

T  :rem  91   3020 

1120  FORI=CM+320TOCM+320+95?READA:POKEI,A   3025 

BS(A-255) ;NEXT  : rem  44 

1130  POKEl,PEEK(l)OR4:POKE56334,PEEK(5633   3027 

4 )0R1: RETURN  : rem  206 

1140  POKE53272, ( PEEK( 53272 )AND240)OR14      3030 

;rem  93   3040 
1150  RETURN  ;rem  167   3050 

1160  DATA247, 227, 246, 193 ,215, 247, 23 5,  23 5, 

255, 34,34,34,2  55,68,68,68      :  rem  7   3060 
1170  DATA255.231, 195,129,129,131,199,255, 

255, 191,95,64,90, 186, 255, 255:rem  163   3070 
1180  DATA191, 121, 112, 1,0, 135, 55, 115, 255, 2   3080 

39,247,231,195,195,231,255    : rem  19 

1190  DATA255, 255,255,255, 255, 255,  255,  255,   3090 
25  5,255,255,129,129,255,255,2  55 

srem  57   3100 
1200  DATA2  55, 255, 255, 255, 2  55, 2  55,  2  55,  255, 

255,253,251,247,143,207,17  5,255        31 10 

:rem  38   3120 
1210  DATA191, 121,112, 1,0,135,55,115,255,2 

55,231,0,0,231,255,255        :rem  44   3130 
1300  PRINT  CHR?( 147) : POKE  BACKGROUND, 0 : PO   3140 

KE  BRDER,0  : rem  24 

1305  READ  L,N:IFN=-1THEN  GOSUB410 : FORTD=l   3150 

TO2500: NEXT: RETURN  : rem  197 

1310  FQRJ=0TON:READS:POKEL+J,S:NEXT:GOTO1   3160 

305  :rem  91 

1360  DATA1234, 17,85,64,73,112,64,110,85,6   3170 
4,75,64,114,64,112,32,32,112,64,75 

:rem  160   3180 
1370  DATA1 274, 16,93, 32 , 32, 107 , 64, 115 , 74 , 6 

4,73,32,93,32,93,32,32,107,64  3190 

: rem  174 
1380  DATA1314,17,74,64,75,75,32,125,85,64   3200 
,75,32,75,32,74,64,75,109,64,73 

:rem  45   3  210 

1420  DATA1 393, 20, 114, 64, 73, 73, 32, 110, 85, 7 

3, 110, 85, 64, 73, 112, 64, 75, 85, 64, 73      32  20 

: rem  119 

1421  DATA85,73  : rem  229   3230 
1430  DATA  110  :rem  116 

1440  DATA1433, 20,93, 32,93,93,32,93,93,93,    3240 
93 , 93 , 64 , 73 , 107 ,64,32,93,32,93,93 

:rem  142   3250 

1441  DATA93.93  :  rem  232   3260 
1450  DATA1473,20,113,64,75,74,64,115,125,   3270 

74,7.5,74,64,75,109,64,73,74,64,75,12 
5  :rem  83   3280 

1455  DATA  74,75,-1,-1  ; rem  0 

1500  WAVE=54276:NOISE=129:TRIANGLE=17:VOL   3290 
=54296 : SOUND=54272 :ATTDEC=54277         3300 

;rem  175   3310 
1505  BACKGROUND=53281:BRDER=53  280:LEVITAT 


E=0 :SWRD=0 :KEY=0 :BOMB=3 :LOIN=44 

: rem  42 
SAW=33:SUSTREL=54278:H1=54273:H2=542 
72:FIGURE=40:BLANK=32  : rem  211 
HXSPRITE=53264:LXSPRITE=53248:YSPRIT 
E=53249:P0KE  53271, 1 : POKE  53277,1 

: rem  192 
POKE  53269, 1 :FORI=832T0896 : POKEI ,255 
:NEXT:POKE2040,13  •.'■em  163 

POKE  53287, 1 :POKE53275, 1  tiem  48 
FOR  I=SOUND  TO  SOUND+28 : POKEI , 0 :NEXT 
:POKE  VOLUME, 15: RETURN  : rem  243 
1=49152: IF  PEEK ( 1+2 )=216THENSYS49160 
:GOTO  3025  : rem  120 

READ  A: IF  A=256  THENSYS49160 :GOTO  30 
2  5  : rem  116 

POKE  I, A: 1=1+1 :GOTO  3010  : rem  70 
FORI=1024TO1062 : POKEI , 41 :POKEI+960, 4 
1:NEXT  : rem  51 

FORI=55296T056295: POKEI, 0:NEXT:RETUR 
N  :rem  147 

DATA  1,0,216,255,255,255,40  : rem  26 
DATA  0,169,41,133,251,169,40  :rem  81 
DATA  133,253,169,4,133,252,133 

:rem  182 
DATA  254,169,147,32,210,255,162 

.-rem  239 
DATA  0,160,0,169,41  ,145,253  : rem  28 
DATA  200,192,39,208,249,24,165 

:rem  194 
DATA  253,105,40,133,253,144,2 

: rem  126 
DATA  230,254,232,224,23,208,229 

:rem  225 
DATA  160,0,169,4,145,251,169  : rem  84 
DATA  255,141,15,212,169,128,141 

:rem  230 
DATA  18,212,173,27,212,41,3  : rem  24 
DATA  133,173,170,10,168,24,185 

: rem  184 
DATA  0,192,101,251,133,170,185 

:rem  174 
DATA  1,192,101,252,133,171,24 

: rem  122 
DATA  185,0,192,101,170,133,253 

:rem  178 
DATA  185,1,192,101,171,133,254 

:rem  182 
DATA  160,0,177,253,201,41,208 

:rem  129 
DATA  18,138,145,253,169,32,145 

: rem  191 
DATA  170,165,253,133,251,165,254 

:rem  28 
DATA  133,252,76,62,192,232,138 

: rem  189 
DATA  41,3,197,173,208,189,177 

jrem  153 
DATA  251,170,169,32,145,251,224 

:rem  234 
DATA  4,240,26,138,10,168,162  : rem  83 
DATA  2,56,165,251,249,0,192  : rem  41 
DATA  133,251,165,252,249,1,192 

: rem  190 
DATA  133,252,202,208,238,76,62 

:rem  191 
DATA  192,169,1,160,0,153,0  : rem  237 
DATA  216,153,0,217,153,0,218  : rem  72 
DATA  153,0,219,200,208,241,96,256 

: rem  73 


160     COMPUTEI's  Gazette    June  198-1 


4000  REM  CHARACTER  PLACEMENTS 
4010  T=32:Q=42:FOR  1=1  TO 
XT 


: rem  33   13 


7:G0SUB  4100  :NE 
: rem  147 


4020  Q=44:FOR  1=1  TO  6 
4030  Q=45:FOR  1=1  TO  3: 
4040  Q=43:FOR  1=1  TO  2 


4050 
4055 
4060 


4070 
4080 
4090 
4095 

4100 


4110 
5000 

5010 


GOSUB 

4100:NEXT 

: rem  101 

14 

GO  SUB 

4 100: NEXT 

: rem  100 

15 

GOSUB 

4 100: NEXT 

:rem  98 

:rem  114 

16 

:rem  19 

17 

Q=47:FOR  1=1  TO  5 
GOSUB  4100 
IF ( PEEK{ PLACE-40 ) <> 32 } OR ( PEEK ( PLACE+ 
40 } <>  32  ) THENPOKEPLACE , BLANK : GOTO4055 

: rem  200 
NEXT  -rem  10 

Q=49:G0SUB  4100  : rem  70 

Q=FIGURE:GOSUB  4100 :MAN=PLACE: rem  84 
T=41:Q=32:FORI=1TO50: GOSUB  4100:NEXT 
tRETURN  :rem  231 

X=(RND(l)*36+2) :Y=INT(RND(l)*20+3) :P 
L=Y*40+X+1024  :  IFPEEK(  PLACE)  OTTHEN41 
00  :rem  50 

POKE  PLACE, Q:RETURN  i rem  241 

PRINT"{CLR} (11  DOWN}fl4  right}{rvs}p 
LEASE  WAIT"  : rem  123 

RETURN  srem  166 


Revenge  Of  Cyon 


See.  article  on  page  56. 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTET  s  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1:  vie  version 

1  DIMJS[2,2) :POKE37139,0:DD=37154:PA=3713 
7:PB=37152:V$="  SECONDS"        : rem  180 

2  FORI=0TO2:FORJ=0TO2:READJS(J,I) :NEXT:NE 
XT:FORT=0TO10:READBS(T) sNEXT      : rem  6 

3  CO=30720:SC=7680:BG=1:BE=7955   : rem  233 

4  POKE36879, 255 : PRINT" (CLR ) {6  DOWN} 

{3  RIGHT] [RVSj (PUR } REVENGE  OF  CYON{BLU] 

{OFF}": PRINT" [5  DOWN} ( RIGHT} SKILL  LEVEL 

(1-6)  ?";  ;rem  163 

5  GETA$:IFA?=""THEN5  : rem  141 

6  D=VAL(AS) :IFD<10RD>6THEN4       srem  134 

7  PRINT" (CLR J " :POKE36879,8:A=32 :A1=32 :A2= 
32  : rem  51 

8  FORI=0TO220 : PQKE38796+I , 5 :NEXT: P0KE3877 
5,2: FORP  =  1TO20 : P0KE387  78+P, 5 : NEXT: P0KE3 
8767,6  : rem  54 

9  PRINT " { HOME } " BG: J=0 : K=0 : VB=0 : POKE7708 , 4 
6:POKE7818,46:POKE7738,46:POKE772  7,81:T 
H=0:S=0  :rem  94 

10  POKE8076 , 78 : POKE8077 , 99 : POKE8078 , 77 : PO 
KE8101,77:POKE8102,100;POKE8103,78 

:rem  69 

1 1  POKES  104 , 99 : POKE8083 , 78 : POKE8084 , 99 : PO 
KE8063 , 78 : POKE8064 , 77 : POKE8086 , 103 : POK 
E8109,77  :rem  44 

12  POKE8110, 79 : POKE8089, 79 : POKE8068, 78 : PO 
KE8069 , 99 : POKE8070 , 77 : POKE8093 , 80 : POKE 
8132,77  :rem  2 


18 


19 


20 
21 

22 

23 

24 

25 

26 

27 
28 

29 

30 

31 

32 

33 

34 

35 
36 


37 


38 


39 


40 


41 


42 
43 


44 


45 
46 


POKE8133,100:POKE8134,100:POKE8135,100 
:POKE8136, 100:POKE813  7,78:POKE8115,103 

:rem  211 
POKE8094 , 78 : POKE8073 , 78 : POKE8074 , 77  i  PO 
KE807  5,78:POKE8112,108:POKE8113,12  3 

: rem  122 
POKE8152 , 32 : POKE8055 , 88 : POKE8047,  93 : PO 
KE7782 , 46 : POKE7901 , 46  j  POKE7691 , 46 : POKE 
8025,87  !rem  241 

POKE3874  5,4  : rem  1 

POKE36878, 15 : P0RL=1T05 :FORM=180TO235ST 
EP2:POKE36876,M:FORN=1TO10:NEXT: rem  37 
NEXT :POKE36876,0:FORM=1TO50: NEXT: NEXT: 
POKE36878, 0: PRINT" {HOME] { 3  SPACES} " 

: rem  68 
F0RN=1T02:P0KE8115-N, 46 : FORQ=1TO120 :NE 
XT :POKE8115-N, 32: NEXT :LK=0:TI $="000000 

: rem  81 
POKEBE+VB,A  : rem  72 

POKEDD,127:S3=-( ( PEEK( PB) AND128) =0) : PO 
KEDD,25  5  : rem  72 

P=PEEK{PA) :Sl=-( (PAND8)=0) :S2=( (PAND16 
)=0):S0=((PAND4)=0)  :reml27 

FR=-( (PAND32 )=0) :X=S2+S3 : Y=S0+S1 : IFLK> 
8164THEN60  : rem  11 

C=C+liIFFR=lTHENTH=TH+l  : rem  84 
POKELK+PO+CO , Dl : IFA1 <  >  43THENPOKELK+PO , 
Al  : rem  206 

IFBG>6ANDJ<>1THENPOKELK+PO+30726,D2:IF 
A2o43THENPOKELK+PO+6,A2  :  rem  38 
IFKo  1THENLK=INT  (  RND  { 1 )  *  1 50  )  +SC :  rem  20 
POKE8025 , 81 : POKE36878, 0 : IFFR=1AHDTH<=7 
THENGOSUB46  : rem  217 

K=1:P0=INT(RND(1)*D)+1 : IFTH>7THENFR=0 

:rem  180 
POKE36878,0:VB=VB+JS(X+1 , Y+l )+{ VB>220) 
*22-(VB<-264)*22  : rem  112 

A=PEEK( BE+VB) : POKEBE+VB, 43 : IFC=2THENLK 
=LK+22:C=0  :  rem  118 

A1=PEEK ( LK+PO ) : D1=PEEK ( LK+PO+CO) 

:rem  107 
IFBG>6ANDJolTHENA2  =  PEEK(LK+P0+6)  :  D2=P 
EEK(LK+PO+30726)  srem  194 

IFS  <> 1THENPOKELK+PO+CO , 7 : POKELK+PO , 90 

:rem  50 
A$="SHOTS":IFTH=lTHENAS="SHOT  "  srem  5 
PRINT"  (HOME]  ",-  :XC=BE+VB:  IFXC=LK+POANDF 
R=lTHENPRINTTHrA?:PRINTRIGHT$(TI$,2)V$ 
:GOT049  : rem  234 

IFBG>6ANDJ<> 1THENPOKELK+PO+30726 , 7 : POK 
ELK+PO+6,90  :rem  205 

IFBG>6ANDJ<>1ANDXC=LK+P0+6ANDFR=1THENP 
RINTTHr AS : PRINTRIGHT5 (TIS , 2 )V$ :GOSUB41 

: rem  111 
POKE8025 , 87  s IFJ  =  1 ANDS=1THENBG  =  BG  +  1 :GOT 
047  :rem  210 

POKESC+QW, 32:QW=INT{RND(l)*176)+44:POK 
ESC+QW,46:GOTO20  srem  230 

POKE36878, 15 : FORW=1T06 sFORY=220TO254: P 
OKE36876,Y:NEXTsNEXT:POKELK+PO+CO+6,l 

: rem  177 
POKELK+PO+6,43  ;rem  2  34 

FORZ=22TOLK-SCSTEP22:G=PEEK{LK+PO-Z+6) 
:Gl=PEEK(LK+P0-Z+C0+6) : POKELK+PO-Z+CO+ 
6,7  : rem  160 

POKELK+PO-Z+6,90:FORH=lTO70:NEXTsPOKEL 
K+PO-Z+CO+6 , Gl : POKELK+PO-Z+6 , G  s  NEXT 

:rem  128 
TH=0:J=1: RETURN  :rem  126 

POKE36878, 15 s P0KE36876 , 244 :FORFV=1TO70 
:NEXT:POKE36878,0: RETURN        srem  21 


COMPUTE!'!  Gaiellc    June  1984     161 


47  IFBG<=11THEN7  : rem  196 

48  GOT076  : rem  18 

49  IFBG>6ANDJ<>lTHENPOKELK+PO+CO+6,7:POKE 
LK+PO+6,90  :rem  193 

50  S=l :POKE36878, 15 :F0RL=1T015 :FORM=250TO 
240STEP-1:POKE36876,M:NEXT     : rem  147 

51  FORM=240TO250:POKE36876,M:NEXT:POKE368 
76,0: NEXT : POKE36878 , 0 ! POKELK+PO+CO ,  1 :  T 
H=0  s rem  88 

52  POKELK+PO,43  : rem  138 

53  F0RZ=22TOLK-SCSTEP22:G=PEEK(LK+P0-Z) :G 
1=PEEK(LK+P0-Z+C0) : POKELK+PO-Z+CO, 7 

: rem  126 

54  POKELK+PO-Z , 90 : FORH= 1TO70  :  NEXT: POKELK+ 
P0-Z+C0,G1:P0KELK+P0-Z,G:NEXT   : rem  94 

55  POKE36876.0  i rem  3 

56  IFBG<7THENDG=BG+l:GOT07        : rem  122 

57  IFJ=1ANDS=1THENBG=BG+1:IFBG<12THEN7 

: rem  120 

58  IFJ=1ANDS=1ANDBG=12THEN76      : rem  224 

59  GOT037  :rem  17 

60  JH=JH+lsIFJH<3THEN7  :  rem  83 

61  POKE36876 , 0 : POKE36877 , 220 : FORL=15TO0ST 
EP-1 : POKE36878,L;FORZN=1TO50   : rem  229 

62  POKE36879, ZN: NEXT: NEXT : POKE36877 , 0: POK 
E36878,0  :rem  23 

63  PRINT" (CLR} " :FORZN=8T0255 : POKE36879, ZN 
:NEXT  :rem  17 

64  PRINT" [2  DOWN} I  3  RIGHT} {GRN} YOU  SURVIV 
ED"BG~1:PRINT"(4  RIGHT} ATTACK  WAVES.": 
GOSUB69  :rem  66 

65  PRINT"{2  DOWN }{RVS}{ BLU } PLAY  AGAIN?(Y, 
N)  (OFF}"  :rem  26 

66  GETAS:IFA$=""THEN66  : rem  251 

67  IFA?="Y"THENRUN  : rem  95 

68  END  :rem  69 

69  PRINT" {DOWN J [3  RIGHT} YOUR  RANK  IS;"iPR 
INT" {DOWN} {4  RIGHT} "B? (BG-1 ) " (GRN} . ":R 
ETURN  :rem  209 

70  DATA-23,-22,-21,-1,0,1,21,22,23 

:rem  127 

71  DATA"PRIVATE{BLU}", "{ RED} CORPORAL ( BLU ] 
", "{CYN} SERGEANT (BLU}"         : rem  148 

72  DATA" (PUR} SECOND  LIEUTENANT  {BLU}"," 
{BLK}FIRST  LIEUTENANT"         : rem  184 

73  DATA" {RED} CAPTAIN {BLU}", "{BLK} MAJOR 
(BLU}", "{PUK}COLONEL(BLU}"     : rem  210 

74  DATA" {PUR) GENERAL (BLU}",  "{BLK} FIELD  MA 
RSHALL [ BLU } " 

75  DATA"{RED}MR.  PRESIDENT" 

76  PRINT" [CLR} {REDJYOU  HAVE 
(2  SPACESjFROM  THE  ALIEN 
:GOT065 


srem  89 

: rem  97 

SAVED  EARTH 

ATTACK  1 {BLU}" 

:rem  73 


Program  2: 64  version 

100  CO=54272 : FORT=COTOCO+24 : POKET , 0 :NEXT 

i  rem  0 
110  POKE53280,0:POKE53281,1:V?="  SECONDS" 

:rem  44 
120  PRINT"{CLR} {7  DOWN } "TAB( 12 } " ( RVS} 

{RED} REVENGE  OF  CYON[oFF}"    : rem  215 
130  PRINT" {2  DOWN] "TAB( 11) "{BLU} (USE  JOYS 

TICK  #2)"  :rem  119 

140  PRINT"{5  DOWN) {8  RIGHTjWHAT  SKILL  LEV 

EL  (1-6)?"  :rem  242 

150  GETA$rIFA$<"l"ORA?>"6"THEN150  : rem  61 
160  D=VAL(A5) :SC=1024  srem  133 

170  POKECO+24,15:POKECO+5, 17:POKECO+6,  248 

:POKECO,100  srem  73 

180  BG=1  :rem  144 

190  POKE53281 , 1 : PRINT" {CLR] " : POKE53281,  0: 

162     COMPUTE!'!,  Gazelle    June  1981 


PRINT" {CYN} "BG:TI$="000000"  : rem  94 
200  LK=INT(RND{1)*150)+SC  srem  137 
210  FORI=1TO10:O=1064+INT(RND(1)*520) : POK 

EO,46:POKEO+CO,l:NEXT  : rem  23  7 
220  POKE1154,81:POKE1154+CO,1  : rem  113 
230  PRINT" {13  DOWN}"  : rem  67 

240  PRINT" {GRN} {6  DOWN}N£2  t3(UP}(LEFT} 

{RED]x(GRN}  (DOWN)  iTfM{D0WN}Mg2  @1 

n{up]n[up}ni2  t3(up]n{up}nb2  t^m 
TdowmTm{down}m(down}m{down}mi<7  @|n 

(UP]N(UP}NM(DOWN}m£2  iajlN{UPTN{UP}N 

%T%"  :rem  43 

250  PRINT" {21  RIGHT}N{UP}gG3(UP) (LEFT} 

E@3Ng2  TijfUP}  {LEFT}  {BLUj-fGRN} 

(DOWN} ET^Mg@^{ DOWN} (LEFTTlME 

JdownJm"  :rem  83 

260  POKE1769,87:POKE1769+CO,4:POKE1887,12 

4:POKE1887+CO, 5  :rem  249 

270  FORI=1890TO1887STEP-1:POKEI+1, 32:POKE 

I+CO+1 , 0 : POKEI , 124 : POKEI+CO, 5 : rem  248 
280  FORJ=1TO80:NEXTJ,I  : rem  124 

290  J=0:K=0  :rem  68 

300  X=20:Y=12:TH=0rSl=0:A=32;Al=32:A2=32 

:rem  229 
310  FORW=lTO3:FORI=10TO200STEP10sPOKECO+l 

, I : POKECO+4 , 33 : FORJ=1TO10 : NEXT J , I , W 

: rem  64 
320  PRINT" {HOME} {DOWN} {4  SPACES} "srem  138 
330  POKECO+4, 32  : rem  71 

340  S=1524  srem  243 

350  POKES, A  :rem  135 

360  P=PEEK( 56320)AND15:Y=Y+( (PAND1 )=0)-( ( 

PAND2 ) =0 )  : X=X+ { <  PAND4 ) =0 ) - ( ( PAND8 ) =0 ) 

: rem  108 
370  FR=PEEK( 56320 ) AND16 : IFX<0THENX=39 

:ren  220 
380  IFY<0THENY=0  : rem  228 

390  IFX>39THENX=0  :rem  33 

400  IFY>24THENY=24  : rem  75 

410  IFLK>1983THEN610  : rem  148 

420  C=C+1:IFFR=0THENTH=TH+1        : rem  131 
430  POKELK+CO+PO , Dl : I FA1 <> 43THENPOKELK+PO 

,A1  : rem  254 

440  IFBG>  6ANDJ  <  > 1THENPOKELK+CO+PO+6 , D2 : 1 F 

A2<>43THENPOKELK+PO+6,A2       : rem  71 

450  IFFR=0ANDTH<=7THBNGQSUB1030   : rem  191 

460  PO=INT(RND(l)*D)+l:IFTH>7THENFR=l 

; rem  241 
470  POKEOS, 32:NS=1064+INT(RND(1)*520) :POK 

ENS,46:OS=NS  ; rem  200 

480  S=SC+X+Y*40  :rem  87 

490  A=PEEK(S) : POKES, 43 :IFC=2THENLK=LK+40; 

C=0  :rem  193 

500  Al=PEEK(LK+PO) :D1=PEEK( LK+PO+CO) 

:rem  155 
510  IFBG>6ANDJolTHENA2  =  PEEK{LK+P0+6)  :D2  = 

PEEK(LK+PO+CO+6)  : rem  22  7 

520  IFS1  olTHENPOKELK+PO+CO,  7 : POKELK+PO, 9 

0  : rem  147 

530  A$="SHOTS":IFTH=lTHENA$="SHOT  " 

jrem  53 
540  PRINT "{HOME} {BLU}"; :IFS=LK+POANDFR=0T 

HENPRINTTH?A$:PRINTRIGHT${TI?,2)V$:GO 

TO910  :rem  193 

550  IFBG>6ANDJ<> 1THENPOKELK+PO+CO+6 , 7 : POK 

ELK+PO+6,90  :rem  238 

560  IFBG>6ANDJolANDS=LK+PO+6ANDFR=0THENP 

RINTTH;A$:PRINTRIGHTS(TI$,2); :GOSUB86 

0  : rem  80 

570  IFPEEK( 1769)=87THENPOKE1769, 81: POKE17 

69+CO,4:GOTO590  :rem  92 


580  POKE1769,87:POKE1769+CO,4     srem  155 
590  IFJ=1ANDS1=1THENBG=BG+1 :GOTO1040 

:rem  188 
POKESC+QW,32sQW=INT(RND{l)*360)+80sPO 
KESC+QW,46:GOTO350  s rem  73 

JH=JH+1:IFJH<3THEN190  : rem  231 
POKECO+1, 10:  POKECO+4, 129  srem  100 
FORI =0TO1 5 ; FORJ=0TO1 5 : POKE53280 , I ; POK 
E53281, J:NEXTJ,I  -rem  26 

POKE53280,0sPOKE53281,0  ; rem  239 
POKECO+4, 128  srem  130 

PRINT"(CLR}{7  D0WN}(CYN}f6  RIGHTjYOU 
[ SPACE } SURVIVED"BG-1 "ATTACK  WAVES . 
{7  DOWN}"  srem  71 

670  ONBGGOSUB730, 740, 750, 760,770, 780, 790, 
800,810,820,830  -rem  172 

PRINT"{YEL}{5  DOWN} (11  RIGHT} PLAY  AGA 
IN  (Y/N)?"  srem  157 

GETA$;IPA5=""THEN690  srem  97 

IFA$="Y"THENRUN  srem  137 

IFAS="N"THENEND  : rem  97 


600 

610 
620 
630 

640 
650 
660 


680 


690 
700 
710 
720 
730 


GOTO690 

PRINT" f PUR} [13 

s RETURN 
740  PRINT" (PUR} {10 

PORAL. " s RETURN 
750  PRINT" { PUR} (10 

EANT.":RETURN 
760  PRINT" (PUR} (6 

LIEUTENANT.": 
770  PRINT" {PUR} (6 

LIEUTENANT.": 
780  PRINT" (PUR) (10 


j rem  113 
RIGHTjSORRY,  PRIVATE." 

i rem  174 

RIGHT} NOT  TOO  BAD,  COR 

srem  170 

RIGHTjNICE  GOING,  SERG 

:rem  139 

RIGHT} WAY  TO  GO,  SECOND 

RETURN  srem  11 

RIGHT} YOU  ARE  NOW  FIRST 

RETURN  srem  7  5 

RIGHT} YOU  ARE  NOW  A  CA 


790 


800 


810 


820 


830 


840 


850 
860 


870 


880 


890 


900 

910 

920 
930 


940 


950 


960 


RIGHT }YOU  ARE 


RIGHT ]YOU 
RIGHT} YOU 


ARE 


ARE 


RIGHT} YOU  ARE 
! RETURN 

RIGHT} HELLO, 


:rem  128 

NOW  A  MA 

:rem  23 

NOW  A  COL 

s  rem  104 

NOW  A  GEN 

:rem  91 

NOW  A  FIE 

:rem  191 

MR.  PRESI 

rem  141 


PTAIN. " s RETURN 
PRINT"(PUR}(11 
JOR." j RETURN 
PRINT" (PUR} (9 
ONEL. "s RETURN 
PRINT "( PUR} (9 
ERAL . " ; RETURN 
PRINT" {PUR} (6 
LD  MARSHALL*" 
PRINT"(PUR} (10 
DENT. ": RETURN 

PRINT" {CLR} {YEL} (8  DOWN} [ RIGHT } YOU  SA 
VED  THE  EARTH  FROM  ALIEN  ATTACK  1 1 
(7  DOWN}"  srem  22 

GOTO  680  srem  116 

FORF=1TO3:FORL=150TO100STEP-1 :POKECO+ 
1 , L : POKECO+4 ,17: NEXT : NEXT: POKECO+4 , 16 

:rem  185 
PRINTV$ : POKELK+PO+CO+6 , 1 : POKELK+PO+6 , 
43  :rem  169 

FORZ=40TOLK-SCSTEP40:G=PEEK(LK+PO-Z+6 
) :Gl=PEEK(LK+PO-Z+CO+6)  srem  7 
POKELK+PO-Z+CO+6 , 7 : POKELK+PO-Z+6 , 90  s  F 
ORH=1TO70 :NEXT : POKELK+PO-Z+CO+6 , Gl 

:rem  237 
POKELK+PO-Z+6 , G : NEXT : TH=0 : J=l : RETURN 

: rem  76 
IFBG>6ANDJ<>lTHENPOKELK+PO+CO+6,7:POK 
ELK+PO+6,90  srem  238 

81=1  :rem  141 

F0RT=1T03 iFORTY=100TO150 : POKECO+1 , TY: 
POKECO+4 ,17s  NEXT : NEXT  s  POKECO+4 , 1 6 

srem  237 
Sl=ll POKELK+PO+CO, 1 :TH=0 : POKELK+PO, 43 

:rem  19 
FORZ=40TOLK-SCSTEP40:G=PEEK(LK+PO-Z): 
G1=PEEK(LK+PO-Z+CO)  srem  67 

POKELK+PO-Z+CO,7:POKELK+PO-Z,90sFORH= 


1TO70 : NEXT : POKELK+PO-Z+CO , Gl 
970  POKELK+PO-Z,G:NEXT 
980  IFBG<7THENBG=BG+1:GOTO190 
990  IFJ=1ANDS=1THENBG=BG+1 slFBG< 

1000  IPJ=1ANDS=1ANDBG=12THEN840 
1010  GOTO550 
1020  REM  FIRE  NOISE 
1030  POKECO+1, 200: POKE  CO+4,129: 
1 28 : FORT=1TO100 : NEXT : RETURN 
1040  IFBG<=11THEN190 
1050  GOTO840 


:rem  200 
: rem  163 

:rem  19 
12THEN190 

srem  17 

: rem  99 
srem  149 

srem  75 

POKECO+4, 

:rem  140 

:rem  129 

srem  155 


Therapy 

See  mi  iele  on  page  78. 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTET's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"Trie  Automatic  Proofreader^'  that  appear  before 
the  Program  Listings. 


Program  1 :  Therapy— 64  Version 

100  PRINTCHR$(142)CHR$(8)CHR$( 30) :POKE532 
81 , 0s  POKE53280 , 0 :GOSUB1230  : POKE198,  0 

:rem  188 
105  Q=0:QD=0  : rem  144 

110  PRINTCHR$ ( 147 ) ; "HELLO.  I'M  DR.  ROM.  W 
HAT'S  YOUR  NAME?"  •  rem  40 

115  GOSUB1160sA$=Pl$:PRINT         : rem  39 
120  PRINT" IN  ONE  WORD,  " ; A$ f " , " :PRINT"WHA 
T  IS  YOUR  PROBLEM?" sGOSUBl 160 sB?=Pl$ 

s  rem  14 
1 30  PRINTS  PRINTB? ;"...?" s  PRINT s  PRINT "CAN 

{SPACE} YOU  TELL  ME  MORE?"     : rem  108 

140  GOSUB1160:GOSUB900  srem  48 

150  PRINT: PRINT"!  UNDERSTAND  ";B$;"    IS  DI 

FFICULT" : PRINT "FOR  YOU."      srem  226 

160  GOSUB1160:IFP1$="NO"THENPRINT"MAYBE  I 

'M  NOT  QUITE  UNDERSTANDING..." 

srem  111 

170  PRINT: PRINT "CAN  YOU  BE  MORE  SPECIFIC? 

HOW  IS" s PRINTB? ; "  A  PROBLEM  FOR  YOU? 

: rem  2  33 
180  GOSUB1160:GOSUB900  :rem  52 

190  PRINT: PRINT "HOW  DOES  THIS  MAKE  YOU  FE 
EL,  ";A$;"?"sGOSUB1160sC$=Pl$  srem  73 
200  PRINTCHR$(147)  : rem  13 

205  PRINT "SO  WHAT  YOU'RE  SAYING,  ";A$;"," 
SPRINT" IS  THAT  YOUR  PROBLEM  WITH  " r B$ 

:  rem  80 

210  PRINT" IS  MAKING  YOU  FEEL  ";C$r"-":GOS 

UB1160  srem  161 

220  PRINT: PRINT "CAN  YOU  ELABORATE  ON  YOUR 

FEELINGS?" :GOSUB1160sGOSUB900 

: rem  215 

230  PRINT: PRINT"HAS  THIS  BEEN  A  PROBLEM  F 

OR  YOU  BEFORE?  (YES  OR  NO  )  " :GOSUB1160 

srem  133 

240    IFPl$o"NO"THEN260  srem    236 

250  PRINT"I  SEE.  THEN  THIS  NEW  SITUATION 

(SPACE] MUST  BE (2  SPACES} DIFFICULT  FOR 

YOU. ":GOTO320  : rem  81 

260  PRINTS  PRINT "DID  YOU  ALSO  FEEL  ";C$;" 

( SPACE }THEN?"  srem  216 

270  GOSUB1160:PRINT"TELL  ME  MORE. "srem  16 
280  GOSUB1160:GOSUB900  srem  53 

COMPUTEI's  Gazette    June  1984     163 


290  PRINTCHR?(147)"I  THINK  WE  HAVE  SOMETH 
ING  HERE.  DO  YOU { 2  SPACES} SEE  A  PATTE 
RN?"  :rem  236 

300  GOSUB1160: PRINT: PRINT"GO  ON..." 

:rem  106 

310    GOSUB1160:PRINT:PRINT"THIS    SOUNDS    DIF 

FICULT  FOR  YOU.":GOSUB1160    : rem  240 

320    PRINT: PRINT"DO    YOU    HAVE    A    PLAN    TO    DEA 

L  WITH  THIS (4  SPACES JCURRENT  SITUATIG 

N?"  : rem  156 

330  PRINT"YES  OR  NO . " :GOSUB1160    : rem  70 

340  IFP1S<>"YES"THEN350  :  rem  65 

343  PRINT "DO  YOU  THINK  THIS  PLAN  WILL  BE" 

:PRINT"SUCCESSFUL?":GOTO360   : rem  241 

350  PRINT: PRINT "WHY  DON'T  YOU  MAKE  A  LIST 

OF  POSSIBLE  1 3  SPACESlSOLUTIONS,  THEN 

:rem  107 
360  GOSUB1160:GOSUB900  : rem  52 

370  FORT=1TO500:NEXTT:PRINTCHRS(147) 

irem  253 

380  PRINT"OKAY,  WHAT  SINGLE  WORD  BEST  DES 

CRIBES"  :rem  192 

385  PRINT "HOW  YOU  ARE  FEELING  RIGHT  NOW?" 

: rem  22  3 
390  GOSUB1160:D$=P1$: : PRINT: PRINTD? ; ". . .? 

:rem  224 

400  GOSUB1160:GOSUB900: PRINT      : rem  246 

410  PRINT"I'M  THINKING  OF  DOING  SOMETHING 

HERE. (3  SPACES}LET'S  TRY  SOME  WORD"; 

:rem  142 

430  PRINT"  ASSOCIATION": PRINT "AND  SEE  WHE 

RE  IT  LEADS  US."  : rem  183 

440  PRINT "WHAT  DO  YOU  THINK (YES  OR  NO)?": 

GOSUB1160  :rem  236 

450  IFP1$="YES"THEN490  : rem  11 

460  PRINT: PRINT "YOU  SEEM  TO  BE  HAVING  SOM 

E  PROBLEMS  WITHTHIS."         : rem  122 

470  PRINT"CAN  YOU  TELL  ME  ABOUT  IT?":GOSU 

B1160:IFP1$="NO"THENS40        : rem  46 

480  PRINT: PRINT "I  REALLY  THINK  A  WORD  ASS 

OCIATION  WOULD  BE  USEFUL  RIGHT  NOW." 

:  rem  4 
490  PRINT: PRINT"LET' S  DO  IT."     : rem  242 
500  PRINT"I'LL  SAY  A  WORD.  YOU  SAY  THE  FI 
RST  WORD  THAT  COMES  TO  YOUR  MIND." 

:rem  133 

510  REM  ***WORD  ASSOCIATION***    : rem  239 

520  FORT=1TO5000:NEXTT:PRINTCHR?(147) ;"DO 

G":PRINT:GOSUB1160  : rem  204 

530  PRINT:PRINT"DRINK" :PRINT:GOSUB1160 

: rem  241 
540  PRINT: PRINT"HOME":PRINT:GOSUB1160:E$= 
PI?  :rem  40 

550  PRINT: PRINTB?: PRINT :GOSUBl 160 :F$=P1$ 

: rem  35 
560  PRINT: PRINT"FEELINGS" : PRINT:GOSUB1160 

:rem  201 

570  PRINT: PRINT"FUN"sPRINT:GOSUB1160:G$=P 

1$  :rem  237 

580  PRINT: PRINT"MOM" : PRINT:GOSUB1160 : I$=P 

15  irem  240 

590  PRINT :PRINTC$: PRINT :GOSUBl 160 :J$=P1$ 

: rem  44 
600  FORT=1TO1000 :NEXTT: PRINTCHR? (147 ) 

: rem  37 

610  PRINT"I  NOTICED  WHEN  I  SAID  HOME":PRI 

NT  "THAT  YOU  SAID  " ; E$ ; "  .  "      : rem  39 

620  PRINT "DOES  THIS  SOMEHOW  REFLECT  HOW  Y 

OU  FEEL {2  SPACES) ABOUT  YOURSELF?" 

: rem  45 
630  PRINT"YES  OR  NO" : GOSUB1 160 : IFP1? <> " YE 


640 


650 


660 


670 


680 


690 
700 

710 


720 


S"THEN650  :rem  2 

PRINT: PRINT "IN  WHAT  WAY?" :GOSUB1160 :G 
OSUB900  :rem  2 

PRINT: PRINT "HOW  DOES  THIS  RELATE  TO  Y 
OUR  PROBLEM": PRINT "WITH  " ; B?  : rem  44 
GOSUB1160:GOSUB900: PRINT: PRINT"WHEN  I 
SAID  ";B$,-"  YOU  SAID  " ;  F$  :  rem  136 
PRINT"WHAT  DO  YOU  THINK  THIS  MEANS?": 
GOSUB1160:GOSUB900  : rem  112 

PRINT:PRINT"ARE  YOU  DISTRESSED?  DO  YO 
U  WANT  A(7  SPACES } KLEENEX? "tGOSUBl 160 

:rem  28 
IFPl$o"YES"THEN710  :  rem  73 

PRINT "HERE. " : FORT=1TO1000 :NEXTT 

:rem  206 
PRINT:PRINT"IT'S  INTERESTING  THAT  WHE 
N  I  SAID  FUN, (2  SPACES]YOU  SAID  ";G$ 

:rem  57 
GOSUB1160:GOSUB900:PRINTCHR?{147) ; "HM 


730 

735 

740 
750 
760 
770 

780 


MMM. . . 

PRINT: 


110 


PRINT"IT  SEEMS  TO  ME, 


PRINT "THAT 

ROBLEM" 

PRINT"WITH  "?B$ 

GOSUB1160:GOTO770 

REM  ***DREAMS*** 

PRINT : PRINT "LET ' S  TRY  A 

INT "APPROACH, ";A$ 

PRINT "TELL  ME  ABOUT  ONE 

S. ":GOSUB1160:GOSUB1040! 


:  rem 

";A$r"," 

:rem  248 

THIS  ALL  TIES  IN  TO  YOUR  P 

:rem  129 

: rem  73 

:rem  245 

:rem  57 

DIFFERENT": PR 

: rem  145 

OF  YOUR  DREAM 

IFQD=1THEN840 

: rem  246 

PRINT: PRINT"HOW   WOULD   YOU    DESCRIBE    YO 

UR  FEELINGS {4  SPACES} IN  THE  DREAM?" 

: rem  171 
GOSUB1160  :rem  233 

PRINT: PRINT "DID  THE  DREAM  HAVE  ANYTHI 
NG  TO  DO  WITH {2  SPACES)" ;I$  : rem  235 
GOSUB1160 :FORT=1TO1000:NEXTT  : rem  245 
REM  ***ALL  DONE***  : rem  121 

PRINT: PRINT "I  THINK  WE'RE  MOVING  IN  A 
{15  SPACES) GOOD  DIRECTION .": PRINT 

:rera  187 
PRINT"WE'VE  DISCUSSED  YOUR  PROBLEM  WI 
TH":PRINTB$r "  AND  HOW  THIS  MAKES  YOU 

:rem  255 
PRINT "FEEL  " ; C$ ; " ; "  : rem 

PRINT "AND  DISCUSSED  SOME  POSSIBLE 
UTIONS."  : rem 

PRINT: PRINT "I  SEE  YOUR  TIME  IS  UP. 
{18  SPACES} SEE  YOU  NEXT  WEEK." 

:rem 
END  : rem 

REM  ***KEYWORDS***  : rem 

IFQ>0THENRETURN  : rem 

FORJ=lTOLEN( Pl$ ) -5  : rem 

IFMID$(P1$,J,5) <>"    FUN  "THEN930 

: rem  103 
PRINT: PRINT "WHAT  ARE  YOUR  FEELINGS  AB 
OUT  FUN?" :GOTO950  : rem  148 

NEXTJ  :rem  37 

RETURN  :rem  125 

GOSUB1160:Q=1:PRINT:PRINT"THESE  FEELI 
NGS  SEEM  IMPORTANT."  : rem  141 

GOSUB1 160: RETURN  : rem  1 

REM  *** DREAM  KEYWORD  SEARCH*** 

:rem  233 
1050  FORJ=1TOLEN(P1$ ) -7  : rem  65 

1060  IFMID$(P1$,J,7)="  DON'T  "THEN1120 

:rem  243 
1070  NEXTJ  :rem  81 


790 


791 
800 

810 
820 
830 


840 


850 
860 

870 


880 
890 
900 
■910 
920 

925 

930 
940 
950 

960 
1040 


230 
SOL 
124 


189 
119 
249 
246 
19 


164     COMPUTED  Gazetta     Jur)al9B4 


1080 
1090 

1100 
1110 
1120 

1130 

1140 

1150 

1160 

1170 
1180 
1190 
1200 
1210 
1220 
1230 
1240 

1250 

1260 

1270 
1280 

1285 

1290 

1300 


1305 
1310 


1320 
1330 
1340 

1350 

1360 

1370 
13B0 
1390 

1400 
1410 

1420 

1430 


F0RJ=lT0LEN(Pl$)-6  : rem  67 

IFMID$(P1$,J,6)="  DONT  "THEN1120 

:rem  206 
NEXTJ  :rem  75 

RETURN  :rem  163 

PRINTCHR$(147)"WHY  DO  YOU  SUPPOSE  TH 
AT  IS?":GOSUB1160:GOSUB900  : rem  27 
PRINT "THIS  MAY  BE  SOMETHING  THAT  WE' 

:rem  176 

LATER.  WE  MAY  FIND 

: rem  112 

PROBLEM  WITH  " 

:  rem  22  3 

INPUT** 

: rem  55 

rem  239 

:rem  57 

; rem  57 

rem  250 

: rem  28 

rem  200 

rem  72 


NJOY  YOUR  THERAPY  SESSION."  : rem  238 
1450  PRINTSPC(240) ;CHRS(18) ; "HIT  ANY  KEY 

(SPACE)TO  BEGIN"  : rem  87 

1460  POKE198,0:WAIT198,1: RETURN   : rem  128 


LL  WANT" 

PRINT"TO  DISCUSS 
{SPACE} THAT  IT" 
PRINT"RELATES  TO- YOUR 
;B$:QD=1  :  RETURN 

REM  ***COMMODORE  PUNCTUATION 

* 

Pl$="" 

GETP2S:IFP2$=" "THEN1180 

PRINTP2$; 

IFP2$=CHRS(13)THENRETURN 

P1S=P1?+P2$ 

GOTO1180 

REM  ***INTRODUCTION*** 

PRINTCHR$ ( 147 ) ; TAB (15) "THERAPY 

:rem  108 
PRINT :PRI NT "WOULD  YOU  LIKE  AN  INTROD 
UCTION  (Y/N)"  :rem  101 

GETQS : IFQ$<> "Y"ANDQ$  <  > "N"THEN1260 

:rem  191 
IFG$="N"THENRETURN  : rem  172 

PRINTCHR$ ( 147 ); "WELCOME  TO  YOUR  THER 


APY  SESSION.  DR.  ROM"; 
PRINT "WILL  BE  WITH  YOU 


IN  A 


PRINT "MOMENT.  WHILE  YOU  ARE 

HERE  ARE  SOME  HELPFUL" 
PRINT"SUGGESTIONS  ON  HOW  TO 
{SPACE ] MOST  OUT (2  SPACES  3 OF 
RAPY  SESSION." 
PRINT: PRINT 
PRINT "AS  WITH  MOST  THINGS  IN 


:rem  31 

:rern  172 
WAITING, 
j rem  104 
GET  THE 
YOUR  THE 
:rem  109 
:rem  29 
LIFE,  W 

ITH{7  SPACES  3 THERAPY,  THE  MORE  YOU  " 
?  :rem  42 

PRINT"PUT  IN,  THE  MORE{2  SPACESjYOU 
{SPACE} GET  OUT.  YOU  MAY  FIND  IT  FUN 
{SPACE } TO  TRY  AND  TRIP"?     : rem  228 
PRINT"  UP  THE  DOCTOR r  MAKE  FUN  OF  HI 
S  GRAMMAR,  OR  INSULT  HIM  MERCILESSLY 

:rem  175 
PRINT" {DOWN J HOWEVER,  EVEN  THOUGH  THI 
S  IS  A  PARLOR {3  SPACES j GAME,  YOU  MAY 
STILL  FIND  ";  : rem  230 

PRINT "YOURSELF  HAVING INTERESTING,  AN 
D  EVEN  IMPORTANT,"  ; rem  51 

PRINT "INSIGHTS.  THIS  WILL  ONLY  HAPPE 
N  IF  YOU{2  SPACESjTRY  YOUR  BEST  TO  U 
TILIZE  ";  -rem  172 

PRINT "THIS  SESSION  ASAN  ENJOYABLE  WA 
Y  TO  MULL  OVER  THE"  :  rem  159 

PRINT"PROBLEMS  AND  PEEVES  OF  LIFE." 

:rem  127 
PRINT: PRINT :PRINTCHR$( 18) "HIT  ANY  KE 

:rem  165 


Y  TO  CONTINUE" 
POKE198,0:WAIT198,  1 
PRINTCHR$(147) : PRINT: PRINT"I 

DOCTOR  IS  IN  NOW." 
PRINTs PRINT: PRINT "TO  TALK  TO 
,  JUST  TYPE  IN  YOUR" 
PRINT "RESPONSE;  AND  HIT 
RETURN"; CHRS ( 1 46) ;"  WHEN 


1440  PRINT"FINISHED. "tPRINT: 


:rem  96 

SEE  THE 

:rem  58 

DR .  ROM 

:rem  228 

; CHR? (18) ;" 

YOU  ARE" 

:rem   254 
PRINT:PRINT"E 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTED  Gazette  Programs/'  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  2:  Therapy— VIC  Version 

100  PRINTCHR$(142)CHR$(8)CHRS(30) :POKE368 

79,8:GOSUB1230:POKE198,0  : rem  11 
105  Q=0:QD=0  -rem  144 

110  PRINTCHR$ ( 147 ); "HELLO.  I'M  DR.  ROM. 

{3  SPACES ] WHAT'S  YOUR  NAME?"  :rem  40 
115  GOSUB1160:AS=P1$:PRINT  5  rem  39 
120  PRINT "IN  ONE  WORD,  " ;A$ ;",": PRINT "WHA 

T  IS  YOUR  PROBLEM?" :GOSUB1160 :B$=P1? 

:rem  14 
130  PRINT :PRINTB§; ". . .  ?": PRINT: PRINT "CAN 

{SPACE 3 YOU  TELL  ME  MORE?"  :rem  108 
140  GOSUB1160:GOSUB900  : rem  48 

150  PRINT:PRINT"I  UNDERSTAND  ";B?:PRINT"I 

S  DIFFICULT  FOR  YOU."  s rem  99 

160  GOSUB1 160 :IFP1$= "NO "THENPRINT "MAYBE  I 

'M  NOT  QUITE{3  SPACES } UNDERSTANDING. . 

: rem  111 
170  PRINT: PRINT"CAN  YOU  BE  MORE {7  SPACES} 

SPECIFIC?  HOW  IS": PRINTS?;"  A  PROBLEM 

?"  :rem  5 

180  GOSUB1160:GOSUB900  : rem  52 

190  PRINT: PRINT "HOW  DOES  THIS  MAKE  YOUFEE 

L,  "rA$:  "?":GOSUB1160:C$=P1$  :rem73 
200  PRINTCHR?(147)  : rem  13 

205  PRINT "SO  WHAT  YOU'RE  SAYING ," ;A$ ;" ,  I 

S  THAT  YOUR":PRINT"PROBLEM  WITH  " ; B$ 

: rem  80 
210  PRINT "IS  MAKING  YOU  FEEL  ":PRINTC$;". 

":GOSUB1160  s rem  45 

2  20  PRINT: PRINT "CAN  YOU  ELABORATE  ON 

{2  SPACES }YOUR  FEELINGS?" :GOSUBl 160 :G 

OSUB900  :rem  215 

230  PRINT: PRINT"HAS  THIS  BEEN  A{7  SPACES} 

PROBLEM  FOR  YOU  BEFORE?  (YES  OR  NO)": 

GOSUB1160  :rem  133 

240  IFPl$o"NO"THEN260  :  rem  236 

250  PRINT "I  SEE.  THEN  THIS  NEW{ 2  SPACES }S 

ITUATION  MUST  BE {5  SPACES } DIFFICULT  F 

OR  YOU. ":GOTO320  : rem  81 

260  PRINT: PRINT"DID  YOU  ALSO  FEEL":PRINTC 

5;"  THEN?"  :rem  100 

270  GOSUB1160:PRINT"TELL  ME  MORE.":rem  16 
280  GOSUB1160:GOSUB900  : rem  53 

290  PRINTCHR$(147) "I  THINK  WE  HAVE 

{7  SPACES ] SOMETHING  HERE.  DO 

{4  SPACESjYOU  SEE  A  PATTERN?" : rem  236 
300  GOSUB1160: PRINT: PRINT "GO  ON..." 

:rem  106 

310  GOSUB1160:PRINT"THIS  SOUNDS  DIFFICULT 

FOR  YOU. ":GOSUB1160  : rem  41 

320  PRINT: PRINT"DO  YOU  HAVE  A  PLAN  TO  DEA 

L  WITH  THIS  CURRENTSITUATION?" ; 

:rem  215 
330  PRINT"  (YES  OR  NO) " :GOSUB1160 : rem  105 
340  IFP1S<>"YES"THEN350  : rem  65 


COMPUTE!'*  Gazelle    June  1984     165 


343  PRINT"DO  YOU  THINK  THIS  PLANWILL  RE  S 
UCCESSFUL?":COTO360  : rem  230 

350  PRINTsPRINT"WHY  DON'T  YOU  MAKE  A 

(2  SPACES }LIST.  OF  POSSIBLE {6  SPACES }S 
OLUTIONS,  THEN."  : rem  107 

360  GOSUB1160sGOSUB900  : rem  52 

370  FORT=lTO500sNEXTTsPRINTCHRS(147) 

: rem  253 

380  PRINT "OKAY,  WHAT  SINGLE  WORDBEST  DESC 

RIBES";  srem  251 

385  PRINT"  HOW  YOU A RE  FEELING  RIGHT  NOW?" 

: rem  223 
390  GOSUB1160sD?=Pl$: : PRINT;PRINTD$ ; " . . .? 

:rem  224 
400  GOSUB1160:GOSUB900: PRINT      : rem  246 
410  PRINT"I'M  THINKING  OF  DOING  SOMETHING 
HERE.":PRINT"LET'S  TRY  SOME  WORD" 

: rem  94 

430  PRINT "ASSOCIATION  AND  SEE(3  SPACES }WH 

ERE  IT  LEADS  US."  : rem  172 

440  PRINT "WHAT  DO  YOU  THINK{5  SPACES} (YES 

OR  NO)?":GOSUB1160  : rem  236 

450  IFP1$="YES"THEN490  srem  11 

460  PRINT: PRINT "YOU  SEEM  TO  BE  HAVING  SOM 

E  PROBLEMS  WITH{4  SPACESjTHIS . " 

srem  122 

470  PRIMT"CAN  YOU  TELL  ME  ABOUT  IT?":GOSU 

BU60:IFP1S  =  "NO"THEN840        :  rem  46 

480  PRINT: PRINT"I  REALLY  THINK  A  WORD  ASS 

OCIATION  WOULD  BE ( 2  SPACES ] USEFUL  RIG 

HT  NOW. "  :rem  4 

490    PRINT: PRINT "LET'S    DO    IT."  : rem    242 

500    PRINT"I'LL    SAY    A    WORD.    YOU{2    SPACES ]S 

AY  THE  FIRST  WORD {4  SPACES} THAT  COMES 

TO  YOUR{4  SPACES] MIND."      : rem  133 

510  REM  ***WORD  ASSOCIATION***    :rem  239 

520  FORT=lTO5000sNEXTTsPRINTCHR$(147)  ;  "DO 

G" :PRINT:GOSUB1160  srem  204 

530  PRINT: PRINT"DRINK" : PRINTsGOSUBl 160 

srem  241 
540  PRINT: PRINT"HOME":PRINTsGOSUB1160sES= 
Pl$  : rem  40 

550  PRINT: PRINTB$: PRINT :GOSUBl 160 sF$=Pl$ 

trem  35 
560  PRINT:PRINT"FEELINGS" : PRINT:GOSUBl 160 

:rem  201 

570  PRINT: PRINT "FUN": PRINTsGOSUBl 160 :GS=P 

1$  srem  237 

580  PRINT :PRINT"MOM": PRINT sGOSUBl 160: I $=P 

1$  srem  240 

590    PRINT :PRINTC$: PRINT sGOSUBl 160 :J$=P1$ 

srem  44 
600  FORT=lTO1000:NEXTTsPRINTCHR${147) 

:rem  37 

610    PRINT"I    NOTICED   WHEN    I    SAID    HOME    THAT 

YOU  SAID"sPRINTE?s" . "        srem  168 

620  PRINT"DOES  THIS  SOMEHOW{5  SPACES ) REFL 

ECT  HOW  YOU  FEEL{2  SPACES JABOUT  YOURS 

ELF?"  srem  45 

630  PRINT"YES  OR  NO" :GOSUB1160 : IFP15<> "YE 

S"THEN650  srem  2 

640  PRINT: PRINT"IN  WHAT  WAY?" :GOSUB1160 :G 

OSUB900  : rem  2 

650  PRINTS  PRINT "HOW  DOES  THIS  RELATE 

{2  SPACES }TO  YOUR  PROBLEM  WITH": PRINT 

B$  : rem  173 

660  GOSUB1160sGOSUB900sPRINT:PRINT"WHEN  I 

SAID  ":B$ SPRINT "YOU  SAID  ";F$srem  20 

670  PRINT"WHAT  DO  YOU  THINK  THISMEANS?" :G 

OSUB1160sGOSUB900  srem  112 

680  PRINT: PRINT"ARE  YOU  DISTRESSED?  DOYOU 


690 
700 

710 


720 

730 

735 

740 
750 
760 
770 

780 
790 
800 


810 
820 
830 


840 


850 
860 

870 

880 
S90 
900 
910 
920 


WANT  A  KLEENEX?" SGOSUB1160    : rem  28 
IFPl$o"YES"THEN710  srem  73 

PRINT "HERE ." sFORT=lTO1000 sNEXTT 

srem  206 
PRINT: PRINT "IT'S  INTERESTING  THAT  WHE 
N  I  SAID  FUN, [2    SPACES}YOU  SAID  " ;G$ 

srem  57 
GOSUB1160:GOSUB900sPRINTCHR$(147) ; "HM 
MMM, . . "  srem  110 

PRINT: PRINT "IT  SEEMS  TO  ME,  ";A$;"," 

:rem  248 
PRINT "THAT  THIS  ALL  TIES  IN  TO  YOUR  P 
ROBLEM " 


PRINT "WITH  ";B$ 
GOSUB1160:GOTO770 
REM  ***DREAMS*** 


:rem  129 
: rem  73 

: rem  245 
; rem  57 


PRINT: PRINT"LET ' S  TRY  A  DIFFERENT" s PR 
INT"APPROACH, " : A$  srem  145 

PRINT "TELL  ME  ABOUT  ONE  OF (2  SPACES ]Y 
OUR  DREAMS. " :GOSUB1160 :GOSUB1040 : IFQD 
=1THEN840  :rem  246 

PRINT: PRINT "HOW  WOULD  YOU  DESCRIBEYOU 
R  FEELINGS  IN  THE [ 2  SPACES ) DREAM?" : GO 
SUB1160  :rem  45 

PRINT :PRINT "DID  THE  DREAM  HAVE 

(4  SPACES} ANYTHING  TO  DO  WITH":PRINTI 
$  srem  119 

GOSUB1160:FORT=1TO1000:NEXTT  srem  245 
REM  ***ALL  DONE***  : rem  121 

PRINT: PRINT" (CLR} I  THINK  WE'RE  MOVING 

{2  SPACES} IN  A  GOOD  DIRECTION .": PRINT 

: rem  78 

PRINT"WE'VE  DISCUSSED  YOUR{ 2  SPACES }P 
ROBLEM  WITH";PRINTB$:PRINT"AND  HOW  TH 
IS  MAKES  YOU"  : rem  173 

PRINT "FEEL  ";C$;"r"  : rem  230 

PRINT"AND  DISCUSSED  SOME{4  SPACESjPOS 
SIBLE  SOLUTIONS."  srem  124 

PRINT:PRINT"I  SEE  YOUR  TIME  IS  UP. SEE 
YOU  NEXT  WEEK."  srem  189 

END  srem  119 

REM  ***KEYWORDS***  srem  249 

IFQ>0THENRETURN  : rem  246 

FORJ=lTOLEN{PlS)-5  srem  19 

IFMID$(P1$,J,5)<>"  FUN  "THEN930 

srem  103 


925  PRINTs PRINT"WHAT  ARE  YOUR{9  SPACES }FE 
ELINGS  ABOUT  FUN?" :GOTO950    srem  148 
930  NEXTJ  : rem  37 

940  RETURN  srem  125 

950  GOSUB1160:Q=1:PRINT:PRINT"THESE  FEELI 
NGS  SEEM {3  SPACES] IMPORT ANT. "srem  141 
960  GOSUB1160: RETURN  srem  1 

1040  REM  *** DREAM  KEYWORD  SEARCH*** 

s  rem  233 
1050  FORJ=lTOLEN(Pl$)-7  srem  65 

1060  IFMID$(P15,J,7)="  DON'T  "THEN1120 

srem  243 
1070  NEXTJ  srem  81 

1080  FORJ=lTOLEN(Pl$)-6  srem  67 

1090  IFMID$(P1$,J,6)="  DONT  "THEN1 1 20 

s  rem  206 

1100  NEXTJ  i rem  75 

1110  RETURN  srem  163 

1120  PRINTCHRS(147)"WHY  DO  YOU  SUPPOSE  TH 

AT  IS?" :GOSUB1160 SGOSUB900    srem  27 

1130  PRINT "THIS  MAY  BE  SOMETHING  THAT  WE" 

LL  WANT"  srem  176 

1140  PRINT"TO  DISCUSS  LATER.  WE  MAY  FIND 

{SPACE  3 THAT  IT"  srem  112 


166     COMPUTE!'*  Gazette    Juno  1984 


1160 

1170 
1180 
1190 
1200 
1210 
1220 
1230 
1240 

1250 


1270 
1280 


1285 
1290 

1300 


1305 
1310 


PROBLEM  WITH  " 
srem  223 
INPUT** 
: rem  55 
rem  239 
j  rem  57 
: rem  57 
rem  250 
: rem  28 
rem  200 
:rem  72 


1150  PRINT"RELATES  TO  YOUR 
;B$:QD=1: RETURN 

REM  ***COMHODORE  PUNCTUATION 

* 

Pl$="" 

GETP2S s IFP25=" "THEN1180 

PRINTP2S; 

IFP2$=CHRS(13)THENRETURN 

P1$=P1$+P2$ 

GOTO1180 

REM  *** INTRODUCTION*** 

PRINTCHR$(147) ;TAB(6) "THERAPY" 

: rem  60 
PRINT: PRINT "WOULD  YOU  LIKE  AN 
[5  SPACES) INTRODUCTION  (Y/N)" 

: rem  101 

1260    GETQ$sIFQ5<>"Y"ANDQ$o"N"THEN1260 

: rem  191 
IFQ$="N"THENRETURN  : rem  172 

PRINTCHR$ { 147 ); "WELCOME  TO  YOUR 
[1    SPACES] THERAPY  SESSION. [6  SPACES} 
DR.  ROM";  j rem  31 

PRINT"  WILL  BE  WITH {2  SPACES) YOU  IN 
(SPACE) A  ";  :rem  172 

PRINT "MOMENT.  WHILEYOU  ARE  WAITING, 
(SPACE) HERE  ARE  SOME  HELPFUL" 

: rem  104 
PRINT "SUGGESTIONS  ON  HOW  TO  GET  THE 
fSPACE]MOST  OUT  OF[3  SPACES}YOUR  THE 
RAPY  SESSION."  srem  109 

PRINT: PRINT  srem  29 

PRINT" AS  WITH  MOST  THINGS  INLIFE,  WI 
TH  THERAPY, (3  SPACES)THE  MORE  YOU 

i rem  42 

1320  PRINT"PUT  IN, {2  SPACESjTHE  MORE 

(2  SPACES) YOU  GET  OUT. YOU  MAY  FIND  I 
T  FUN  TOTRY  AND  TRIP  ";      srem  228 

1330  PRINT"UP  THE(3  SPACES ) DOCTOR;  MAKE  F 
UN  OF(3  SPACES )HIS  GRAMMAR,  OR  INSUL 
THIM  MERCILESSLY." 
PRINT: PRINTCHR$( 18) "HIT  ANY 


175 


:  rem 

1332  PRINT:PRINTCHR$(18)"HIT  ANY  KEY" 

:rem  210 

1335  POKE198,0:WAIT198,1  srem  103 

1340  PRINT" (CLR) (DOWNJHOWEVER,  EVEN  THOUG 
H(2  SPACES JTHIS  IS  A  PARLOR 
(6  SPACES }GAME,  YOU  MAY  STILL 
(3  SPACES} FIND  ";  : rem  121 

1350  PRINT "YOURSELF  HAVING [ 2  SPACES ) INTER 
ESTING,  AND  EVEN  IMPORTANT,"; 

srem  110 

1360  PRINT"  INSIGHTS. (2  SPACESjTHIS  WILL 
(SPACE)ONLY  HAPPEN  IF  YOU ( 2  SPACES )T 
RY  YOUR  BEST  TO  UTILIZE  ";   srem  172 

1370  PRINT"THIS{7  SPACES }SESSION  AS  AN 

(9  SPACES) ENJOYABLE  WAY  TO  MULL  OVER 
THE  ";  srem  218 

1380  PRINT"PROBLEMS  AND  PEEVES  OF  LIFE." 

srem  127 

1390  PRINT :PRINTCHR${ 18) "HIT  ANY  KEY" 

srem  214 

1400  POKE198,0:WAIT198,1  srem  96 

1410  PRINTCHR$(147) :PRINT"I  SEE  THE  DOCTO 
R  IS  IN  NOW."  srem  115 

1420  PRINT  SPRINT "TO  TALK  TO  DR.  ROM, 

(3  SPACES} JUST  TYPE  IN  YOUR"  srem  29 

1430  PRINT "RESPONSE;  AND  HIT  ";CHR$(18):P 
RI NT " RETURN ";CHR$( 146);"  WHEN  YOU  AR 
E"  :rem  138 

1440  PRINT"FINISHED. " :PRINT:PRINT:PRINT"E 
NJOY  YOUR  THERAPY  SESSION."  srem  238 

1450  PRINT :FRINTCHR$( 18);"  HIT  ANY  KEY  TO 


BEGIN" 
1460  POKE 198,0: WAIT 198,1: RETURN 

Spelling  Critter 

Sec  article  on  page  82. 


: rem   22 
:rem   128 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE!'s  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1 : 

Spelling  Critter— VIC  Version 

2  PRINT" [ CLR} (4  DOWN) (2  RIGHT} SPELLING  CR 

ITTER"  .rera  143 

15  PRINT"{10  DOWN} (2  RIGHT}ONE  MOMENT  PLE 

ASE"  .rem  135 

20  POKE36869,255  :rem  105 

21  POKE52, 28:P0KE56, 28:CLR         srem  20 

22  FORI=7168T07679 :POKEI,PEEK( 1+25600) :NE 
XT  srem  101 

23  FORC=7168T07175sREADA:POKEC,A;NEXT 

: rem  66 

24  FORC=7664T07671:READAsPOKEC,AsNEXT 

srem  69 

25  FORC=7656T07663sREADAsPOKEC,A:NEXT 

:  rem  72 

30  DATA96,128,77,63,31,13,0,0     : rem  186 

31  DATA3, 52, 184, 240,240, 184,52, 3   : rem  76 

32  DATA0, 54, 58, 242, 242, 58, 54,0  : rem  2  39 
50  DIMW$(50)  srem  112 

60  PRINT"! CLR}"  srem  202 

61  POKE36878,15  : rem  56 
70  PRINT"HI,WHAT  IS  YOUR"  srem  20 
75  INPUT"NAME";N$  : rem  14 
80  GOSUB5000  .  .rem  173 
90  W=0sR=0:Z=0  -rem  39 
100  FORB=lTON  srem  25 
120  PRINT"(CLR}(2  DOWN) (5  RIGHT]"W$(B) 

:rem  184 
140  FORT=l TO 1000: NEXT  : rem  27 

160  PRINT" (CLR}" :A$=""  srem  27 

165  PRINT" (RED) (RVSj (2  SPACES }TO  REVIEW  T 
HE  WORD (2  SPACES]"  : rem  45 

166  PRINT"(RVS) (2  SPACESjTYPE  ?  AND  RETUR 
N[3  SPACES ]{BLU]"  srem  211 

180  PRINT" {3  DOWN] HOW  DO  YOU  SPELL": PRINT 

: rem  98 
190  INPUT"THAT  WORD";A$  srem  123 

195  IFA$=""ORLEN(A$)=0THEN160  srem  125 
200  IFA$="THAT  WORD"THENGOSUB6000 :GOTO160 

:rem  243 
210  IFA$="?"ORA$="/"THEN120  : rem  191 
220  IFA$=W?(B)THENGOSUB7000:GOTO400 

: rem  80 
230  GOSUB8000  srem  221 

240  PRINT" (CLR} [5  DOWNjl'M  SORRY, "N$ :PRIN 

: rem  16 

: rem  138 

srem  151 

:rem  247 

: rem  5  3 

srem  37 


260  PRINT "THAT  IS  WRONG" 5  PRINT 
270  POKE36874,223 

274  FORT=1TO500:NEXT 

275  POKE36874,0 

280    PRINT"THE   CORRECT   WAY    IS:" 


COMPUTE n  Gazelle    June  1984     16? 


300 

320 
340 
400 
420 

424 
425 
427 
429 
430 
431 
432 
433 
440 
450 

460 
480 
500 

510 
550 

560 
580 

590 
600 


620 
640 

650 
660 

700 

5000 

5050 

5060 

5100 
5150 


5200 


*R" 


PRINT"{3  DOWN} {5  RIGHT  J { BLK } "W$ (B) " 
{BLU}"  :rem  41 

W=W+1  :rem  2  20 

GOTO450  :rem  105 

PRINT" {2  DOWNjTHAT  IS  RIGHT"  : rem  210 
PRINT" (RED)  {DOWN  3  VERY  GOOD [ BLU ]  ";N$ 

srem  207 
M=220  srem  184 

F0RP=1T08  srem  27 

M=M+3  :rem  210 

P0KE36876,M  srem  85 

F0RT=1T025  : rem  74 

POKE36876,0  : rem  49 

NEXTP  srem  40 

RESTORE  :rem  190 

R=R+1  : rem  213 

POKE198,0sPRINT"{3  DOWN} HIT  ANY  KEY" 

: rem  186 
GETZ?:IFZ$=""THEN460 
NEXTB 

PRINT" { CLR} YOU  HAD {RED} 
T  AND {RED]  ": PRINT 
PRINTW"  {BLUjWRONG." 
P  R I NT " ( 3  DOWN } WOULD  YOU 
T 

PRINT"TRY  AGAIN  (Y/N)?" 
GETZ$:IFZ$  =  ""OR<Z$o"Y"ANDZ$o"N")THE 
N580  srem  115 

IFZ$="Y"THEN80  : rem  28 

PRINT" {CLR} IT  HAS  BEEN  VERY  NICE":PRI 
NTs  PRINT "SPELLING  WITH  YOU": PRINT 

:rem  34 
PRINTN$"."  srem  9 

PRINT" {3  DOWN 3  PLEASE  COME  BACK  AGAIN" 
sPRINT  srem  180 

PRINT "TO  PLAY  REAL  SOON."     srem  214 
PRINT" [2  DOWN) {9  RIGHT! {RED} BYE  1" 

srem  177 
END  srem  110 

REM  INPUT  trem  57 

PRINT" (CLR}{ DOWN} HOW  MANY  WORDS  DO  W 
E"  srem  32 

INPUT "HAVE  TODAY" ?Z$sN=VAL(ZS) sIFN>5 
0ORN=0THEN5050  ; rem  131 

FORX=lTON  trem  100 

PRINT"{CLR3 {red} Jrvs} {SHIFT-SPACE}CH 
ECK  YOUR  SPELLING  I  I {OFF} {BLU}" 

srem  251 
PRINT" (3  DOWN} WORD  #" ;X; s INPUT" 
{LEFT}"rW$(X)  srem  2 


srem  137 

s  rem  29 

(BLUjRIGH 

: rem  200 

srem  152 

LIKE  TO":PRIN 

j rem  181 

: rem  49 


5210 

IFLEN(W$ (X) )=0QRLEN(W$ (X) ) > 

10THEN515 

0 

srem  166 

5220 

IFASC{W$(X) ) <650RASC(W$(X) ) 

>90THEN51 

50 

srem  217 

5250 

NEXTX 

: rem  99 

5300 

RETURN 

: rem  168 

6000 

REM  WISEGUY 

srem  213 

6010 

PRINT" {RED} {2  DOWNjVERY  FUNNY, WISEGU 

Y{BLU3"sPRINT 

srem  235 

6015 

FORT=1TO1000:NEXT 

srem  82 

6020 

FORT=lTO500sNEXT 

s  rem  34 

6030 

RETURN 

srem  169 

7000 

Q-fl 

: rem  133 

7001 

L=7900:CO=38620 

s  rem  45 

7010 

POKEL+Q , 0 : POKECO+Q , 4 

srem  242 

7020 

POKEL+Q+1 , 6 1 s  POKECO+Q  + 1 , 4 

srem  226 

7030 

FORT=lTO50sNEXT 

: rem  244 

7040 

POKEL+Q+1, 6 2  sPOKECO+Q+1,4 

: rem  229 

7042 

POKE36877,160:FORT=lTO10:NEXTsrem  46 

7045 

POKE36877,0 

: rem  106 

: rem  246 

s  rem  50 

trem  86 

: rem  14 

: rem  208 

srem  134 

srem  46 

srem  243 

i rem  157 

s  rem  245 

srem  230 

0sNEXTsrem  47 

srem  107 

s  rem  247 

: rem  86 

RETURN 

srem  12  3 

srem  15 

:rem  210 

: rem  160 


,4 


7050  FORT=lTO50sNEXT 
7060  IFQ-9THENRETURN 
7070  POKEL+Q, 32 
7075  Q=Q+1 
7080  GOTO7001 

8000  Q=0 

8001  L=7900sCO=38620 
8010  POKEL+Q, 0:POKECO+Q, 4 
8020  POKEL+Q+1, 61: POKEL+Q+1, 
8030  FORT=1TO50:NEXT 
8040  POKEL+Q+1, 62:POKECO+Q+l 
8042  POKE36877,160sFORT=lTOl 
8045  POKE36877,0 
8050  FORT=1TO50:NEXT 
8060  POKEL+Q, 32 
8070  IFQ=20THENPOKEL+Q+1,32: 

8075  Q=Q+1 
8080  GOTO8001 
9000  END 

Program  2: 

Spelling  Critter — 64  Version 

10  POKE52,48sPOKE56,48sCLR         ;  rem  22 
20  POKE53281 , 1 sPRINT" {CLR} " : POKE53281 , 6  s  P 
OKE53280,6  srem  42 

30  S  =  54272 :V=54296 :AD=54277  sSR=5427F=5 

4273sLF=SsSD=54276  : rem  117 

40  FORL=STOS+24: POKEL, 0  sNEXT: POKEAD, 14  s  PO 

KESR,204  srem  135 

50  FORI=1436T01443:POKEI, INT(  RND( 1 )*25)+l 

sNEXT:FORI=1445T01451  srem  216 

60  POKEI, INT(RND(l)*25)+l:NEXT:FORI=l  TO 

{SPACE]500sNEXT  srem  155 

70  FORI  =  1436T01443  s  READLs  POKEI , L+l 28 : GOSU 
Bl 10  s  FORJ=1TO70  sNEXTJ  s  POKESD , 32 :NEXTI 

; rem  232 
80  FORI=1445T01451s READLs POKEI, L+l 28: GOSU 
B110:FORJ=lTO70sNEXTJ: POKESD, 32 sNEXTI 

srem  232 
90  DATA19,16,5,12,12,9,14,7,3, 18,9,20,20, 
5,18  srem  195 

100  POKE1444,160sGOTO  120  : rem  86 

110  POKEV,15:POKEHF,40:POKELF,50:POKESD,3 
3sPOKEV,0sRETURN  srem  131 

120  PRINT" {HOME] {WHT 3 [15  D0WNj[3  RIGHT }ON 

E  MOMENT PLEASE  1  " 

srem  63 

130  PRINTCHR$(142) s POKE563  34, PEEK( 56334) A 

ND254  srem  141 

140  POKEI , PEEK( 1 )AND251 :FORI=0TO511 s  POKEI 

+12288, PEEK(I+53248) sNEXT     srem  187 

150  POKEI , PEEK( 1 )0R4s  POKE56334, PEEK( 56334 

)0R1  srem  133 

160    F0RI=1T03 :READWsFORC=WTOW+7  s  READ A i POK 

ECAsNEXTCtNEXTI  i  rem   58 

170   DATA12288, 96, 128, 77,63, 31,13,0,0 

srem   32 
180    DATA127S4,3,52,184,240,240, 184,52,3 

srem  179 
190  DATA12776 , 0 , 54 , 58 , 242 , 242 , 58 , 54 , 0 

srem  87 
200  DIMW$(50) sCL=54272  i rem  167 

210  FORJ»1T07:READM$(J) sNEXTJ      i rem  49 
220  POKE53272, ( PEEK( 53272)AND240)OR12 

s  rem  41 

230  POKE53281 , 1 s  PRINT" {CLR} " s  POKE53281 , 6  s 

POKE53280,6  *  rem  93 

240  R=1464:J=1:GOSUB450;GOSUB850  trem  144 

250  N$=NM$sPOKE53272,21  irem  0 


168    COMPUTE!'*  Gazelle    Juno  198-1 


260  GOSUB710: POKE53281, 1 j  PRINT" [CLR] " i POK 

E53281,6:POKE53280,6  :rem  178 
270  WG=0sRT=0  . rem  241 

280  F0RB=1T0N  : rem  34 

290  PRINT " [ CLR} [ WHT ) " s  POKE214 ,12: PRINT • Po 

KE211,INT({40-LEN{W?(B)))/2)-l:PRlNTW 

$(fll  :rem  115 

300  FORT=1TO1000:NEXT  : rem  25 

310  PRINT" (CLR) [WHT] {5  SPACES  J  TO  REVIEW  T 

HE  WORD  PRESS  ?  KEY"  : rem  68 

320  POKE53272, 28 sR=I464: J=2 :GOSUB450:GOSU 

B850  srem  146 

330  A?=NM?  srem  247 

340  IFA$="THAT  WORD"THENJ=6: R=1704 sGOSUBl 

020sGOSUB450iR=1544sGOSUB790:GOTO290 

srem  201 
350  IFASC(A?)=63ORASC(A$)=47THEN290 

irera  250 
360  IFA$=W$ ( B ) THENGOSUB1020 : J=5 ! M? { J )=M$ ( 

J)+"  "+N$:R=1704sGOSUB450  : rem  195 
370  IFJ=5THENRT=RT+1 sGOSUB400:GOSUB5  70:GO 

TO560  srem  171 

380  WG=WG+1:GOSUB1020:J=3:M$(J)=M$(J)+"  " 

+N$:R=1704:GOSUB450:GOSUB570  s rem  186 
390  J=4:R=1824sM$(J)=M$(J}+"  "+W$(B):GOSU 

B450:R=1544sGOSUB790:GOSUB570:rem  192 
395  M$(J)="THE  CORRECT  ANSWER  IS:":GOT059 

0  : rem  216 

400  REM  CORRECT  ANSWER  SOUND      : rem  227 
410  POKEV,15:POKESD,17:FORS=40TO100 

: rem  137 
420  POKEHF,INT{RND(l)*100+40) :POKELF,S:FO 

RD=1TO20:NEXT  : rem  54 

430  NEXT: POKESD, 16: RETURN         : rem  131 
440  REM  MESSAGE  ROUTINE  : rem  167 

450  C=( (R-1024J/40)-l:CN=INT((40-LEN(M$(J 

)  ))/2)-l  :rem  19 

460  FORI=lTOLEN(M$(j) ) :LR=R+CN+I : IFLR>202 

3THENLR=2023  :rem  235 

470  FORK=1TO20:NEXTK:POKELR+1,32  :rem  248 
480  POKELR, 0 : POKELR+1 , 62  s  POKELR+CL, 1 : POKE 

LR+CL+1,1:GOSUB110: POKESD, 32  : rem  49 
490  FORK=1TO20:NEXTK: POKELR, 32  : rem  158 
500  A=ASC(MID$(M$(J), 1,1)) :IFA=32THENPOKE 

LR,A:GOTO530  : rem  136 

510  IFA<65ORA>90THENPOKE214, C: PRINT: P0KE2 

11,CN+I:PRINTCHR$(A) :GOTO530  : rem  84 
520  CH=A-64:POKELR,CH:POKELR+CL, 1  srem  19 
530  NEXTI  :rem  32 

540  FORD=LR+lTOR+38: POKED, 0 : POKED+1 , 62 : PO 

KED+CL , 3 : POKED+CL+1 , 3 : GOSUB1 10 : rem  96 
550  POKESD, 32 sFORK=lTO10 sNEXTK : POKED, 32 :P 

OKED+1, 32 tNEXTDs RETURN         srem  66 

560  POKE198,0jPRINT"E2  D0WN){15  RIGHT JhIT 

ANY  KEY": GOTO  580  : rem  110 

570  M?(J)=MID$(M${J), 1,LEN(M$(J))-LEN(N$) 

-1) : RETURN  :rem  76 

580  GETZ$sIFZ?=""THEN580  : rem  143 

590  NEXTB  :rem  31 

600  REM  GAME  OVER  ROUTINE         : rem  246 
610  POKE53272,21:PRINT"{CLR] {WHT}{3  DOWN} 

{11  RIGHT} THE  GAME  IS  OVER"  : rem  64 
620  PRINT" {3  DOWN} (2  RIGHT } RIGHT "; TAB ( 33 ) 

; "WRONG"  :rem  41 

630  PRINT" {DOWN] [2  RIGHT] "; RT;TAB ( 33 ) ;WG 

: rem  56 
640  PRINT" (8  DOWN] {2  SPACES} WOULD  YOU  LIK 

E  TO  PLAY  AGAIN  (Y/N)?"  : rem  63 
650  GETZ$!lFZ$  =  ""OR(ZS<>"Y"ANDZ$o"N")THE 

N650  :rem  111 

660  IFZ5="Y"THENFORI=lTON:W${I)="":NEXT:G 


OTO260  :rem  149 

670  PRINT" f CLR] {8  DOWN] {3  SPACES} IT  HAS  B 

EEN  VERY  NICE  SPELLING {10  SPACES }WITH 

YOU  "fN$;"."  ;rem  114 

680  PRINT" {2  DOWN] {4  SPACES ] PLEASE  COME  B 

ACK  TO  PLAY  AGAIN."  : rem  2  31 

690  POKE53272 , 28 :R=1704 : J=7 :GOSUB450 : POKE 

53272, 21:END  : rem  83 

700  REM  INPUT  .rem  11 

710  POKE53280,3:POKE53281,3       : rem  243 
720  PRINT" {CLR} {BLU} {12  DOWNjHOW  MANY  WOR 

DS  DO  WE  HAVE  TODAY" ; : INPUTZ? :N=VAL( Z 

?)  :rem  104 

725  IFN>50ORN=0THEN720  .  : rem  66 

730  PRINT"ECLR][BLU}{3  DOWN} (9  SPACES] 

ErVS}{ SHIFT-SPACE) CHECK  YOUR  SPELLING 

11 {OFF} {BLU}"  -rem  0 

740  FORX=lTON  : rem  57 

750  POKE214,12:PRINT:POKE211, 5:PRINT"ENTE 

R  WORD  #  "rXr : INPUT" {LEFT}"; W?(X) 

:rem  214 
760  F0RI=1T017 ; POKE214, 12 : PRINT: POKE211 , 2 

1+I:PRINTCHR$(32) :NEXTI       :rem220 

765  IFLEN(W${X) )=0ORLEN{W$ (X) ) >10THEN750 

:rem  81 

766  IFASC{W$(X))<65ORASC(W$(X))>90THEN750 

:rem  132 
770  NEXTX:RETURN  s rem  79 

780  REM  ERASE  ROUTINE  : rem  25 

790  FORI=.RTOR+38  ,  rem  234 

800  CH=62:IF(I+1)/2=INT((I+1)/2)THENCH=61 

: rem  22 
810  POKEI+CL,l»POKEI+CL+l,l  t rem  77 
820  POKEI ,  0  :  POKEI+1 ,  CH  i  FORD=»1TO50  :NEXTD 

: rem  203 
830  POKEI, 32:GOSUB110: POKESD, 32 :NEXTI: POK 

EI,32:RETURN  : rem  160 

840  REM  ANSWER  ROUTINE  : rem  118 

850  POKE198,0:POKE1561+CL,1:POKE1562+CL, 1 

: POKEI 561, 0:POKE1562, 62 :CT=1:NM$="" 

srem  123 
860  GETZ$:IFZ$=""THEN860  : rem  145 

870  IFASC(Z$)=630RASC{Z?)=47THENNM$=Z$:RE 

TURN  : rem  44 

080  IFASC(Z$)=32THENA=32:GOTO920  : rem  151 
890  IFASC ( Z? )=13ANDLEN(NM$ ) O0THEN950 

srem  176 
900  IFASC ( Z? ) < 650RASC { Z$ ) > 90THEN860 

:rem  48 
910  A=ASC{Z$)-64  srem  85 

920  NM$=NM$+Z$:POKE1560+CT, As POKEI 561+CT, 

0:POKE1561+CT+1,62  srem  159 

930  POKEI 560+CT+CL, 1 : POKEI 56 1+CT+CL, 1 :POK 

E1561+CT+CL+l,lsCT=CT+l  srem  235 
940  GOSUB110sPOKESD,32sGOTO860  srem  81 
950  IFJolTHENRETURN  :  rem  49 

960  FORI=1561T01582 : POKEI, 32 :F0RJ=1T0LEN( 

NM$)  :rem  2  50 

970  A=I+J:IFA>1582THENA=1582:POKEA,32:GOT 

O  990  srem  193 

975  AS=ASC(MID${NM$,J,1) )  : I  FAS <650RAS> 90T 

HENPOKEA,32:GOTO990  : rem  164 

980  POKEA+CL,l:POKEA,AS-64         : rem  41 
990  NEXTJ:A=I+J+1 : IFA>1582THENA=1 582 : POKE 

A,32:GOTO  1010  : rem  2 

1000  POKEA-1+CL , 1 : POKEA+CL , 1 s  POKEA-1 ,  0 : PO 
KEA,62  srem  9 

1010  FORK=1TO30 : NEXTK : GOSUB1 10  s  POKESD , 32 : 
NEXTI sRETURN  srem  229 

1020  FORI=1561+LEN(NM$)T01581     srem  137 
1030  POKEI +CL,1 tP0KEI+l+CL,l sPOKEI+2+CL, 1 

COMPUTE*'!  Gazelle     Jure  1984     169 


sPOKEI,32sPOKEI+l,0:POKEI+2,62 

srem  238 

1040  GOSUB110 ! POKESD, 32 :NEXTI : POKEI , 32 : PO 

KEI+1, 32: RETURN  :rem  38 

1050  DATA"HI,  WHAT  IS  YOUR  NAME"   : rem  33 

1060  DATA "HOW  DO  YOU  SPELL  THAT  WORD" 

irem  144 
1070  DATA"I'M  SORRY,  THAT  IS  WRONG": rem  8 
1080  DATA"THE  CORRECT  ANSWER  IS:":rem  192 
1090  DATA "THAT  IS  RIGHT,  VERY  GOOD" 

srem  14 

1100  DATA"VERY  FUNNY,  WISEGUY"     : rem  79 

1110  DATA "BYE J [2  SPACES } BYE  1 {2  SPACES} BYE 

1  "  : rem  36 

Word  Scramble 


See  article  on  page  86. 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTERS  Gazette  Programs/'  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1: 

Word  Scramble — VIC  Version 

10  PRINT" { CLR} "sPOKE36879, 8: PRINT" {RED] 

{7  DOWN} {5  RIGHT} WORD  SCRAMBLE" : POKE36 

878, 15  :rem  98 

20  GOSUB1000:POKE36879,27jPRINT" {CLR}" 

: rem  80 
25  PRINT" {RED} EACH  PLAYER  TAKING" : PRINT "T 

URNS  ENTERS  A  COMMON"  srem  114 

30  PRINT" {RED} WORD  (MAX. 10  LETTERS).": 

irem  222 
35  PRINT "{RED} THE  COMPUTER  WILL  THEN";: PR 

INT"SCRAMBLE  THE  WORD  AND"  t rem  139 
40  PRINT" [RED} PRINT  IT."  : rem  169 

45  PRINT" {RED}YOU  HAVE  THREE  MINUTES" r:PR 

INT "TO  FIND  IT."  : rem  233 

50  PRINT" [RED} IF  FOUND  WITHIN  THE": PRINT" 

ALLOTTED  TIME, YOU  WILL"?  : rem  64 
55  PRINT"l RED} BE  GIVEN  50  POINTS .": PRINT" 

EVERY  WRONG  GUESS  THAT";  srem  221 
60  PRINT "{RED} YOU  MAKE  WILL  COST" : PRINT "Y 

OU  10  POINTS. {BLU}"  srem  114 

65  PRINT: PRINT: PRINT: PRINT" {3  RIGHT }{RVS} 

(PURjPRESS  SPACE  BAR[OFF}"  : rem  246 
70  GETA?:IFA$=""THEN70:C=0  : rem  219 
80  PRINT" {CLR} {4  DOWN} (GRN} PLAYER  #  l'S  N 

AME[BLU}":INPUTP$(0)  : rem  200 

85  PRINT: PRINT: PRINT "{RED} PLAYER  #  2'S  NA 

ME{BLU}" :INPUTP$(1)  :reml32 

90  PRINT: PRINT" { DOWN }{ PUR} "P?(C) ", ": PRINT 

"{RVS} [RED] ENTER  WORD  TO  BE": PRINT" 

{ RVS } SCRAMBLED: [OFF} { BLU }"  : rem  216 
92  W$="":INPUTW$:IFW?=""THENPRINT"{UP}"; i 

GOT092  :rem  27 

95  IFLEN(W$)>10THENPRINT"{RVS} {GRN} MORE  T 

HAN  10  LETTERS1  {OFFHBLU}  {7  UP}":GOT09 

0  j rem  254 

100  GOSUB200  :rem  163 

110  GOSUB300  :rem  165 

120  T(C)=T(C)+S(C)  :rem  178 

130  GOSUB400:FORI=1TO10:B? {!)="" :NEXT 

:rem  184 

170     COMPUTEfs  Gazelle    June  1984 


140  GOTO90  : rem  55 

200  FORI=lTOLEN(W?)  : rem  126 

210  A?(I)=MID?(W$,I,1)  srem  107 

220  NEXT  srem  211 

230  C$="";FORI=lTOLEN(W?)  : rem  163 
240  R=INT{RND(1)*LEN{W$)+1)  : rem  248 
250  IFB$(R)<>""THEN240  : rem  178 

260  B$(R)=A?(I)  srem  221 

270  NEXT  srem  216 

271  FORI=lTOLEN(W?):C?=C?+B$(I) sNEXT 

srem  111 

272  IFC?=W$ANDLEN(W?)<>1THENF0RI=1T0LEN(W 
$) sB?(I)="":NEXTsGOTO230      irem  201 

275  PRINT" {CLR} (5  DOWN}{RVS}[7  RIGHT) 

{RED} WORD  HAS {11  RIGHT} BEEN  SCRAMBLED 
{OFF} {BLU}"  :rem  255 

280  PRINT" E 6  DOWN} E 3  RIGHT ] {GRN }PRESS  SPA 
CE  BAR {9  RIGHT] WHEN  READY  J BLU }" 

srem  223 
285  GETC$:IFC?=""THEN285  srem  101 

290  PRINT" {CLR} {5  DOWN} (7  RIGHT}"; srem  90 
295  FORl=lTOLEN(W?):PRINT"ERED}";B5(I); :N 
EXT  srem  162 

298  RETURN  srem  131 

300  X=51:S{C)=50  srem  81 

310  TI?="000000"  srem  246 

320  PRINT:PRINT:PRINT:PRINT  : rem  119 
325  SC=7885:CC=38605  :rem  76 

330  FORI=lTOLEN(W$)  srem  130 

335  POKESC,99:POKECC,2  srem  75 

340  GETC?  srem  222 

350  PRINT" {HOME} {RVS } "MID? (TI$, 4,1)" 

{OFF} MINUTES {2  SPACES} {RVS } "RIGHT? (TI 
$,2)"  {OFF} SECONDS"  srem  95 

355  IFTI $= "000300 "THENGOSUB500SGOTO390 

: rem  228 

360  IFC?=""THEN340  srem  214 

365  PRINT" (4  DOWN}"  : rem  179 

370  IFCS=A$(I)THENPRINTTAB(X)A?(I); s POKE3 

6875, 200 sFORT=lTO100:NEXTsPOKE36875,0 

:GOTO380  srem  230 

375  IFS(C)<10THENGOSUB550sGOTO390  srem  10 

378  IFC$<>A?(I)THENS(C)=S(C)-10:POKE36877 

, 220 :FORT=1TO100: NEXT: POKE36877,0: GOT 

033  5  srem  131 

380  X=X+l:SC=SC+lsCC=CC+lsNEXT     :rem  59 

390  RETURN  : rem  124 

400  IFC<>lTHENC=ls RETURN  srem  11 

410  PRINT" {CLR} {5  DOWN} {7  RIGHT} (RED} 

{RVS]SCORES{OFF} [BLU}"         srem  199 
420  PRINT"  [7  RIGHT}  |6  T|  *'         srem  4 
430  PRINT"{DOWN}"P$(0) ,P?{1)      : rem  144 
440  PRINTT(l) ,T(0)  :rem  252 

450  C=0: RETURN  srem  99 

500  PRINT"ECLR} {4  DOWN } { 3  RIGHT}[RVS} 
(REDjYOUR  TIME  IS  UP. {OFF} [BLU}" 

srem  96 

510  PRINT" E 2  DOWN} [2  RIGHT} WORD  WASs"WS". 

":S{C)=0  srem  159 

520  FORT=lTO5000s NEXT s RETURN       srem  59 

550  PRINT" {RVS} [RED} {2  DOWN} YOU  RAN  OUT  0 

F  POINTS. [OFF} [BLU}"  srem  226 

560  PRINT" [2  DOWN} [PUR} WORD  WAS s [ BLU} "W$ " 

. "  srem  151 

570  FORT=lTO2000sNEXT  t rem  35 

580  RETURN  irem  125 

1000  FOKS=250TO235STEP-lsPOKE36874,SsPOKE 

36878,S-235:FORT=lTO100sNEXTT,S 

srem  188 
1010  POKE36874,0sPOKE36878,15sRETURN 

srem  126 


Program  2: 

Word  Scramble — 64  Version 

1  POKE53  280,6sPOKE53281,l         srem  141 

5  SN-54272  -rem  23 

6  POKESN+24 ,  15  t POKESN+5 , 17  t POKESN+6 , 240 1 P 
OKESN.100  trem  27 

10  PRINT"(CLR}"iPRINT"[RED}{9  DOWN} 

{13  RIGHT} WORD  SCRAMBLE"       : rem  131 
20  GOSUB1000sPRINT"{CLR}"  : rem  65 

25  PRINT" {RED} {2  DOWN} EACH  PLAYER  TAKES  A 
TURN  ENTERING  A{5  SPACES } COMMON  " ; 

srem  247 
30  PRINT"WORD  (A  MAXIMUM  OF  10  LETTERS)." 

:rem  103 

35  PRINT" [ DOWN }THE  COMPUTER  WILL  THEN  SCR 

AMBLE  THE  WORD";  srem  162 

40  PRINT"AND  PRINT  IT."  j rem  96 

45  PRINT" £  DOWN } YOU  HAVE  THREE  MINUTES  TO 

{SPACEjFIND  IT."  :rem  152 

50  PRINT" [DOWN] IP  FOUND  WITHIN  THE  ALLOTT 
ED  TIME,  YOU"  -rem  183 

55  PRINT"WILL  BE  GIVEN  50  POINTS." 

srem  227 

60  PRINT" [DOWNJfOR  EVERY  WRONG  GUESS  THAT 

YOU  MAKE,  YOUWILL  LOSE  10  POINTS. 

(BLU}"  -rem  57 

65  PRINT" [3  DOWN} {7  RIGHT} {RVS ] {PUR } PRESS 

SPACE  BAR  WHEN  READY {OFF}"    srem  239 

70  IFPEEK(197)<>60THEN70  : rem  131 

75  POKE198,0  :rem  153 

80  PRINT"{CLR}{4  DOWN) {GRN} PLAYER  #  l'S  N 

AME{BLU}"tINPUTP$(0)  j rem  200 

85  PRINT" {3  DOWN} {PUR} PLAYER  #  2'S  NAME 

{BLU}"jINPUTP?(l)  srem  169 

90  PRINT" (HOME) {16  DOWN} ( RED} " ;P$ (C) ! "  EN 
TER  WORD  TO  BE  SCRAMBLED: [OFF] [BLU } " 

srem  151 

92  W$=""sINPUTW$sIFW$=""THENPRINT"(UP}"; s 

GOT092  srem  27 

95  IFLEN(W$)>10THENPRINT"(RVS} (GRNjNO  MOR 

E  THAN  10  LETTERS {OFF} { BLU} " :GOTO90 

srem  131 
100  GOSUB200  :rem  163 

110  GOSUB300  srem  165 

120  T(C)=T(C)+S(C)  srem  178 

130  GOSUB400;FORI=lTO10tBS{I)=""sNEXT 

srem  184 
140  GOTO90  srem  55 

200  FORI=lTOLEN(W$)  srem  126 

210  A$(I)=MIDS(W$,I,1)  :rem  107 

220  NEXT  srem  211 

230  C$=""sFORI=lTOLEN(W$)  srem  163 
240  R=INT(RND(1)*LEN{W$)+1)  srem  248 
250  IFB$(R)o""THEN240  srem  178 

260  8$(R}=A$(I)  trem  221 

270  NEXT  srem  216 

271  FORI=1TOLEN(W$ ) sC$=C$+B$(I) :NEXT 

srem  111 

272  IFC$=W$ANDLEN(W$)<>1THENF0RI=1T0LEN(W 
$}sB${I)="":NEXTsGOTO230      trem  201 

275  PRINT"{CLR) {5  DOWN} {8  SPACES] [RVS} 
{REDjWORD  HAS  BEEN  SCRAMBLED . [OFF} 
{BLU]"  srem  35 

280  POKE  198, 0  s  PRINT" {6  DOWN ) { 7  SPACES} 

[GRN (PRESS  SPACE  BAR  WHEN  READY { BLU ]" 

:rem  234 

285  IFPEEK(197)<>60THEN285        srem  243 

290  PRINT "{ CLR} [5  DOWN} [15  RIGHT}"; 

srem  66 

295  FORI=lTOLEN(W$) s PRINT" { RED} "  ;  B$  ( I )  ;  sN 


EXT  :rem  162 

29G  POKE198,0: RETURN  srem  234 

300  X=95sS{C)=50  srem  89 

310  TI$="000000"  .rem  246 

320  PRINT: PRINTs PRINTS  PRINT       srem  119 
325  SC=1399sCC=SC+54272  i rem  5 

330  FORI=lTOLEN(W$)  : rem  130 

335  POKESC,99:POKECC,2  srem  75 

340  GETC?  :rem  222 

350  PRINT"{HOME}{RVS) [9  RIGHT] "MID$ {TIS, 4 

,1)"  [OFF] MINUTES {2  SACES } { RVS] " RIGH 

T$(TIS,2)"  { OFF} SECONDS"  srem  100 
355  IFTI$="000300"THENGOSUB500:GOTO390 

srem  228 
360  IFC$=""THEN340  srem  214 

365  PRINT" (4  DOWN)"  srem  179 

370  IFC$=A?(I)THENPRINTTAB(X)A${I); sBY=50 

sLN=50sGOSUB600sGOTO380  srem  141 
375  IFS(C)<10THENGOSUB550:GOTO390  srem  10 
378  IFC$  <  >AS ( I ) THENS ( C ) =S { C ) -10 : BY=20  s  LN= 

120:GOSUB600:GOTO335  j rem  79 

380  X=X+ltSC=SC+l:CC=CC+lsNEXT     srem  59 
390  RETURN  -rem  124 

400  IFC<>lTHENC=lsRETURN  srem  11 

410  PRINT" {CLR} {5  DOWN} {17  RIGHT} {RED} 

{RVS} SCORES [OFF] [BLU}"        srem  233 
420  PRINT" {17  RIGHT} £6  T3"       srem  38 
430  PRINT"{DOWN} [10  RIGHT} "P$ (0) ?TAB( 25} ; 

P$U)  srem  139 

440  PRINT"{9  RIGHT]"T{1) ;TAB( 24) ; T( 0 ) 

srem  29 
450  C=0s RETURN  irem  99 

500  PRINT" {CLR) {4  DOWN  J [12  RIGHT} {RVS) 

{REDjYOUR  TIME  IS  UP{OFF] (BLU}" 

srem  55 
510  PRINT" {2  DOWN} {10  RIGHTjWORD  WAS  "W$" 

."sS(C)=0  srem  77 

520  FORT=l TO 5000! NEXT s RETURN       srem  59 
550  PRINT" {RVS} [RED] {2  DOWN} [9  RIGHT] YOU 

{SPACE]RAN  OUT  OF  POINTS{OFF} {BLU} " 

:rem  185 
560  PRINT" [2  DOWN] [PUR] [10  RIGHT}W0RD  WAS 
[BLU]"WS"."  srem  127 

570  FORT=1TO2000:NEXT  srem  35 

580  RETURN  srem  125 

600  POKESN+l,BY;POKESN+4,33sFORQQ=lTOLNsN 

EXT sPOKESN+4, 32  s  RETURN        srem  127 

1000  FORBY=50TO20STEP-1 t LN=20 SGOSUB600 :NE 

XT:FORI=lTO500sNEXT  srem  73 

1010  RETURN  srem  162 

The  Beginner's 
Corner 

Sir  article  on  page  SS. 

Program  1 :  Tic-Tac-Toe  (64  Version) 

100  REM  TIC-TAC-TOE  srem  111 

110  GOTO  560  srem  102 

120  REM  X  srem  207 

130  POKE  M, A: POKE  M+4,AsPOKE  M+41,A 

srem  178 
140  POKE  M+43,AsPOKE  M+82,AsPOKE  M+121,A 

srem  170 

150  POKE  M+123,A:POKE  M+160,A:POKE  M+164, 

A  srem  14 

160  RETURN  srem  119 

170  REM  O  :rem  203 

COMPUTEI's  Gazette    June  1984     171 


180  POKE  M, 233: POKE  M+4, 223: POKE  M+160,95 
sPOKE  M+164,105  srem  1 

190  FOR  1=1  TO  3  :rem  14 

200  POKE  M+I,A:POKE  M+I+160,A  : rem  72 
210  POKE  M+40*I,A:POKE  M+40*I+4,A  : rem  2 
220  NEXT  I  :rem  28 

230  POKE  M+82,32  : rem  55 

240  RETURN  : rem  118 

250  FOR  I=M+C  TO  M+C+160  STEP  40  : rem  127 
260  POKE  I,CC(N):POKE  1+1 , CC (N) : POKE  1+2, 
CC(N):POKE  1+3 , CC (N) : POKE  I+4,CC(N) 

srem  227 


270 
280 
290 
300 
310 
320 
330 
340 

350 
360 
370 
380 
390 

400 
410 
420 
430 
440 

450 
460 
470 

480 

490 
500 
510 
520 
5  30 
540 
550 
560 

570 
580 
590 
600 
610 
620 

630 

640 

650 
660 
670 

680 

690 
700 

710 

720 


NEXT  I 

RETURN 

REM  TONE 

POKE  PI, 42: POKE  F2 , 62 

POKE  W,  17 


: rem  33 

: rem  122 

srem  181 

:rem  64 

srem  174 

FOR  D=l  TO  60tNEXT  Ds POKE  W, 0  : rem  16 
RETURN  :rem  118 

X=N:P{E)=X:M=S(E) 5 ON  X  GOSUB  130,130, 
180  srem  164 

GOSUB  250  :rem  175 

FOR  1=1  TO  7  STEP  3  srem  128 

IF  P(I)<>P(I+1)  THEN  400  srem  150 
IF  P(I)<>P(I+2)  THEN  400  : rem  152 
ON  P(I)+1  GOTO  400,1550,1550,1550 

: rem  49 
NEXT  I  :rem  28 

FOR  1=1  TO  3  :rem  9 

IF  P{I)<>P{I+3)  THEN  450  : rem  153 
IF  P(I)oP(l  +  6)  THEN  450  :  rem  157 
ON  P(I)+1  GOTO  450,1550,1550,1550 

:rem  50 
NEXT  I  srem  33 

IF  P(5)<>X  THEN  490  : rem  157 

IF  (P(1)=X)  AND  (P(9)=X)  THEN  1550 

srem  111 
IF  (P(3)=X)  AND  (P(7)=X)  THEN  1550 

:rem  112 

srem  23 

: rem  67 

srem  30 

srem  133 

: rem  160 

: rem  2  50 

: rem  122 


FOR  1=1  TO  9 

IF  P(I)=0  THEN  540 

NEXT  I 

PRINT  "TIE  GAME  I " 

GOTO  1590 

N=ABS(N-4) 

RETURN 

PRINT  "{CLR) (BLU}" :POKE  53281,1 

:rem  231 
W=54276:POKE  W,0  : rem  84 

PRINT  TAB( 15 ) "TIC-TAC-TOE"  : rem  246 
FOR  1=1  TO  9: READ  S(I):NEXT  I  : rem  29 
DATA  1114,1122,1130,1434,1442  : rem  73 
DATA  1450,1754,1762,1770  :rem  111 
PRINT  "{2  DOWN}CHOOSE  ONE  OF  THE  POSI 
TION  NUMBERS."  srem  99 

PRINT  "{DOWN) TRY  TO  GET  THREE  IN  A  RO 
W,  "  : rem  115 

POKE  54296, 15 :F1=54273:F2=54272:C=F2 

: rem  125 
POKE  W+l, 128: POKE  W+2, 16      : rem  244 
A=160:CC(1)=6:CC(3)=10        : rem  72 
PRINT  "{DOWN} ALTERNATE  TURNS  WITH  THE 
COMPUTER. "  :rem  117 

PRINT  "[DOWN) {BLK}X[BLU}  GETS  FIRST  M 
OVE. "  :rem  167 

Y=3sZ=l:CH=2  : rem  158 

PRINT  "{2  DOWN) CHOOSE {2  SPACES ) {BLK)F 
l(BLU)  FOR  EBLK)x{BLU}"        : rem  95 
PRINT  TAB(8)"{BLK]F3{BLU)  FOR  {BLK}0 
{BLU}"  : rem  214 

GET  E$:IF  E$<>"{F1)"  AND  E$o"[F3l"  T 


HEN  720  i rem  159 

730  IF  E$="{F1)"THEN  Y=1:Z=3  : rem  146 
740  POKE  198,0  : rem  200 

750  PRINT  "(2  DOWN} CHOOSE {2  SPACES ) { BLK } P 

1{BLU]  BEGINNER"  : rem  192 

760  PRINT  TAB{8)"(BLK}F3{BLU)  INTERMEDIAT 

E"  :rem  113 

770  GET  E$:IF  E$o"{Fl)"  AND  E$o"(F3j"  T 

HEN  770  :rem  169 

780  IF  E$="{F1}"  THEN  CH=1  : rem  197 
790  PRINT  "[CLR)"sCT=INT(14*RND{0})+2 

srem  159 
800  FOR  1=1  TO  9:P(I)=0:NEXT  I  : rem  101 
810  FOR  1=1080  TO  1960  STEP  40  :rem  226 
820  POKE  I, A: POKE  I+C.CT  : rem  98 

830  POKE  1+8, As  POKE  I+8+CCT  srem  41 
840  NEXT  I  srem  36 

850  FOR  1=1353  TO  1375  : rem  73 

860  POKE  I,  A  .-POKE  I+C,CT:POKE  1  +  320,  A:  POK 

E  I+320+C,CT  :rem  232 

870  NEXT  I  : rem  39 

880  FOR  1=1  TO  9: POKE  S ( I )+82 , 1+48 : rem  17 
B90  POKE  S(l)+82+C,0sNEXT  I  srem  2  22 
900  N=l  :rem  85 

910  IF  CH=2  THEN  1040  srem  23 

920  IF  Y=l  THEN  970(5  SPACES)  :rem  192 
930  REM  COMPUTER'S  MOVE  : rem  160 

940  E=INT(9*RND(0)+1) :IF  P(E)<>0  THEN  940 

: rem  164 
950  GOSUB  340  : rem  181 

960  REM  YOUR  MOVE  : rem  9 

970  GOSUB  300  :rem  179 

980  GET  E?:IF  E$=""THEN  980  :  rem  109 
990  IF  E?<"1"  OR  E$>"9"  THEN  980  : rem  224 
1000  E=VAL(E?):IF  P(E)<>0  THEN  970  : rem  8 
1010  GOSUB  340  :rem  217 

1020  ON  CH  GOTO  940,1060  srem  180 

1030  REM  COMPUTER'S  MOVE  : rem  200 

1040  IF  Y=l  THEN  970  srem  234 

1050  REM  CENTER  POSITION  : rem  224 

1060  IF  P(5}=0  THEN  E=5:G0T0  15  20: rem  186 
1070  IF  P(5)=X  THEN  1140  : rem  183 
1080  REM  DIAGONALS  : rem  63 

1090  IF  P(1)=0  AND  P(9)=Z  THEN  E=1:G0T0  1 
520  :rem  249 

1100  IF  P(1)=Z  AND  P{9)=0  THEN  E=9:G0T0  1 


1110 


1120 


520 

IF  P(3)=0  AND  P(7)=Z  THEN 

520 

IF  P(3)=Z  AND  P(7)=0  THEN 

520 


1130  REM  COLUMNS 
1140  FOR  K=l  TO  3 


; rem  249 
E=3:GOTO  1 

: rem  244 
E=7:GOTO  1 

:rem  249 

srem  202 
: rem  60 


1150  IF  P(K)=X  OR  P(K+3)=X  OR  P(K+6)=X  TH 

EN  1200  :rem  204 

1160  IF  P(K)+P(K+3)+P(K+6)<>2*Z  THEN  1200 

srem  82 
1170  IF  P(K)=0  THEN  E=K:GOTO  1520: rem  232 
1180  IF  P(K+3)=0  THEN  E=K+3 :GOTO  1520 

: rem  165 
1190  E=K+6:GOTO  1520  srem  52 

1200  NEXT  K  :rem  77 

1210  REM  ROWS  : rem  243 

1220  FOR  K=l  TO  7  STEP  3  : rem  174 

1230  IF  P(K)=X  OR  P(K+1)=X  OR  P(K+2)=X  TH 
EN  1280  : rem  205 

1240  IF  P(K)+P(K+1)+P(K+2)<>2*Z  THEN  1280 

:rem  83 
1250  IF  P(K}=0  THEN  E=K:GOTO  1520: rem  231 
1260  IF  P(K+1)=0  THEN  E=K+1 (GOTO  1520 

: rem  160 


172     COMPUTEfs  Gazette     June  198<1 


1270 
1280 
1290 
1300 
1310 

1320 

1330 
1340 

1350 
1360 
1370 
1380 
1390 

1400 

1410 
1420 

1430 
1440 
1450 
1460 

1470 

1480 

1490 


E=K+2sG0T0  1520 
NEXT  K 

REM  PREVENT  COLUMN 
FOR  K=l  TO  3 


: rem  47 

:rem  85 

:rem  162 

: rem  58 


IF  P(K)=Z  OR  P{K+3)=Z  OR  P{K+6)=Z  TH 
EN  1360  :rem  215 

IF  P(K)+P(K+3)+P(K+6)<>2*X  THEN  1360 

:rem  85 
IF  P{K)=0  THEN  E=K:GOTO  1520: rem  2  30 
IF  P(K+3)=0  THEN  E=K+3:GOTO  1520 

:rem  163 
E=K+6sGOTO  1520  : rem  50 

NEXT  K  :rem  84 

REM  PREVENT  ROW  : rem  203 

FOR  K=l  TO  7  STEP  3  : rem  181 

IF  P(K)=Z  OR  P{K+1)=Z  OR  P(K+2)=Z  TH 
EN  1440  :rem  216 

IF  P(K)+P(K+1)+P(K+2)<>2*X  THEN  1440 

: rem  77 
IF  P(K)=0  THEN  E=K:GOTO  1520: rem  229 
IF  P(K+1)=0  THEN  E=K+lsG0TO  1520 

: rem  158 
: rem  45 
: rem  83 
:rem  187 
E=liGOTO  1 
: rem  248 
E=9sGOTO  1 
:  rem  1 


E=K+2sG0TO  1520 

NEXT  K 

IF  P(5)=Z  THEN  1500 

IF  P(1)=0  AND  P(9)=X  THEN 

520 

IF  P(1)=X  AND  P(9)=0  THEN 

520 

IF  P{3)=0  AND  P(7)=X  THEN  E=3:GOTO  1 

520  :rem  252 

IF  P(3)=X  AND  P{7)=0  THEN  E=7:G0TO  1 


520 

:  rem  1 

1500 

GOTO  940 

:rem  156 

1510 

REM 

:rem  171 

1520 

GOSUB  340 

i rem  223 

1530 

GOTO  970 

: rem  162 

1540 

REM  GAME  OVER 

:rem  4 

1550 

IF  XOY  THEN  1580 

: rem  130 

1560 

PRINT  "YOU  WIN1 1 1" 

srem  235 

1570 

GOTO  1590 

: rem  213 

1580 

PRINT  "COMPUTER  WINS L ! " 

:rem  145 

1590 

FOR  1=1  TO  20 

; rem  114 

1600 

POKE  FI,INT(60*RND(0)+30) 

srem  88 

1610 

POKE  F2, INT(200*RND(0}+10) 

:rem  132 

1620 

GOSUB  310 

:rem  221 

1630 

NEXT  I 

.-rem  82 

1640 

PRINT  "{22  DOWNjTRY  AGAIN? 

(Y/N)",- 
:rem  18 

1650 

GET  E$:IF  E$="N"  THEN  1690 

: rem  21 

1660 

IF  ESo"Y"  THEN  1650 

: rem  215 

1670 

CLR 

s rem  175 

1680 

GOTO  560 

:rem  163 

1690 

PRINT  "{CLR}" 

: rem  52 

1700 

END 

srem  159 

Pro 

gram  2:  TIc-Tac-Toe  (VIC  Version) 

1  GOTO 2 8 

:rem  212 

2  POKEM,77:POKEM+3,78sPOKEM+23, 

77tPOKEM+2 

4,78sPOKEM+45,78  :rem  158 

POKEM+46 , 77 : POKEM+66 , 78  s  POKEM+69 , 77 : RET 
URN  srem  202 

POKEM, 85 : POKEM+1 , 67  s  POKEM+2, 67  s  POKEM+3 , 
73  iPOKEM+22 , 66 :POKEM+23 , 32  s  POKEM+25 , 93 

srem  222 
POKEM+44 , 66  s  POKEM+47 , 93  s  POKEM+66 , 74  s  POK 
EM+67 , 64  s  POKEM+68 , 64  s  POKEM+69 , 75 : RETURN 

srem  111 
FORI=M+C  TOM+C+66  STEP22 s POKEI ,CC(N) s PO 
KEI+1,CC(N) sPOKEI+2,CC{N)  srem  181 
POKEI+3,CC{N) sNEXTsRETURN       srem  241 


8  POKEP1.231  srem  160 

9  FORD=lTO60s NEXT sPOKEFl, 0  s  RETURN srem  170 

10  X=NsP{E)=XsM=S(E) sONX  GOSUB2,2,4 

srem  69 

11  GOSUB6  srem  24 

12  F0RI=1T07STEP3  srem  74 

13  IFP(I)<>P(I+1)THEN16  : rem  51 

14  IFP(I) <>P(I+2)THEN16  srem  53 

15  ONP(I)+lGOT016, 89, 89,89        srem  192 

16  NEXT  :rem  166 

17  F0RI=1T03  srem  2  20 

18  IFP(I)<>P(I+3)THEN21  srem  54 

19  IFP{I)<>P(I+6)THEN21  srem  58 

20  ONP(l)+lGOT021,89,89,89        srem  184 

21  NEXT  :rem  162 

22  IPP(5)<>X  THEN25  srem  49 

23  IF(P(1)=X)AND(P(9)=X)THEN89    : rem  223 

24  1F(P(3)=X)AND(P(7)=X)THEN89    srem  224 

25  FORI=lTO9sIFP<I)=0THEN27       srem  153 

26  NEXT: PRINT "TIE  GAME !": GOTO 9 2   :rem  173 

27  N=ABS(N-4) : RETURN  : rem  228 

28  PRINT " [ CLR } { BLU } " : PRINTTAB ( 5 ) "TIC-TAC- 
TOE"  : F0RI=1T09 : READS ( I ): NEXT   srem  191 

29  DATA7726, 7  733, 7  740, 7880, 7887, 7894, 8034 
,8041,8048  srem  98 

30  PRINT" {2  DOWN} CHOOSE  ONE  OF  THE": PRINT 
"POSITION  NUMBERS. " SPRINT" (DOWN} GET  3 
[SPACE} IN  A  ROW."  : rem  102 

31  POKE36878, 15 sFl=36876 :C=30720 :CC(1 )=6s 
CC(3)=2sY=3sZ=lsH=2  srem  69 

32  PRINT" (DOWN) (BLK}X{BLU}  GETS  FIRST  MOV 
E. "sPRINT"{DOWN)CHOOSE  {blk}fi(blu}  FO 
R  (BLK}X":PRINTTAB(7)"F3{BLU}  FOR 
{BLK)0[BLU}"  srem  8 

33  GETE$  s  IFE$o"{Fl  }  "ANDE? <> " {F3  }  "THEN33 

srem  57 

34  IFE$="{Fl}"THENY=lsZ=3  srem  95 

35  PRINT" (2  DOWN} CHOOSE  {BLK}F1{blu]  BEG I 
NNER" s  PRINTTAB ( 7 ) " { BLK } F3 { BLU }  INTERME 
DIATE"  srem  153 

36  GETES  s IFE$  <> " (Fl ) "ANDES  <>" {F3 ] "THEN36 

:rem  63 

37  IFE$="{F1}"THENH=1  srem  77 

38  PRINT" {CLR} " :T=INT ( 6*RND( 0 ) )+2:FORI=lT 
O9:P(I)=0:NEXT  srem  1B2 

39  FORI=7709TO8129STEP22s POKEI, 160:POKEI+ 
C,Ts  POKEI+7, 160s  POKEI  +  7+C, T sNEXT 

srem  46 

40  FORI=7835T07B54s POKEI, 160s POKEI+C, Ts PO 
KEI+154, 160sPOKEI+154+C,T:NEXT  srem  80 

41  FORI=lT09sPOKES(l)+23,I+48sPOKES(I)+23 
+C,0:NEXT  srem  250 

42  N=1:IFH=2THEN51  srem  55 

43  IFY=1THEN46  srem  86 

44  E=INT(9*RND(0)+1) : IFP(E) O0THEN44 

srem  58 

45  GOSUB10  srem  74 

46  GOSUB8  srem  34 

47  GETE?sIFES=""THEN47  srem  1 

48  IFES<"l"ORE$>"9"THEN47         srem  116 

49  E=VAL(E?) sIFP(E)<>0THEN46      srem  126 

50  GOSUBlOsONH  GOT044,52  srem  153 

51  IFY=1THEN46  srem  85 

52  IFP(S)=0THENE=5sGOTO88  srem  2 

53  IFP(5)=X  THEN58  srem  254 

54  IFP(l)=0ANriP(9}=Z  THENE  =  lsGOT088 

s  rem  64 

55  IFP(1)=Z  ANDP(9)=0THENE=9:GOTO88 

srem  73 

56  IFP(3)=0ANDP(7)=Z  THENE=3sGOTOS8 

srem   68 


COMPUTE!'!  Gazette    Juno  1984     173 


57  IFP(3)=Z  ANDP(7)=0THENE=7:GOTO88 

:rem  73 

58  F0RK=1T03 s IF { P { K ) =X ) + ( P { K+3  )=X )  +  ( P ( K+6 
)=X)T!IEN63  srem  207 

59  IFP(K)+P(K+3)+P(K+6)<>2*Z  THEN63 

:rem  158 

60  IF  P(K)=0THENE=KsGOTO88         : rem  45 
51  IFP(K+3)=0THENE=K+3:GOTO88     : rem  234 

62  E=K+6sG0T088  srem  121 

63  NEXT  :rem  168 

64  FORK=lT07STEP3sIF(P{K)=X)+(P{K+l)=X)+( 
P{K+2)=X)THEN69  : rem  63 

65  IFP(K)+P(K+1)+P(K+2)<>2*Z  THEN69 

: rem  155 

66  IFP(K)=0THENE=K:GOTO88  : rem  51 

67  IFP<K+l)=0THENE=K+lsGOTO88     : rem  236 

68  E=K+2:GOT088  : rem  123 

69  NEXT  ;rem  174 

70  F0RK=1 TO 3 s IF ( P ( K ) =Z ) + ( P ( K+3 ) =Z ) + ( P ( K+6 
)=Z)THEN75  :rem  210 

71  IFP(K)+P(K+3)+P(K+6)<>2*X  THEN75 

: rem  153 

72  IFP(K)=0THENE=K:GOTO88  : rem  48 

73  IFP{K+3)=0THENE=K+3:GOTO88     : rem  237 

74  E=K+6:G0T08B  : rem  124 

75  NEXT  irem  171 

76  FORK=lT07STEP3:IF(P{K)=Z)+(P(K+l)=Z)+( 
P(K+2)=Z)THEN81  : rem  66 

77  IFP(K)+P(K+l)+P(K+2) <>2*X    THEN81 

: rem  150 

78  IFP(K)=0THEN  E=KsGOT088         srem  54 

79  IFP(K+l)=0T[IENE=K+lsGOTO88     :  rem  239 

80  E=K+2:GOT088  : rem  117 

81  NEXT  :rem  168 

82  IFP{5)=Z  THEN87  : rem  4 

83  IFP(1)=0ANDP(9)=X  THENE=1 :G0T088 

:rem  64 

84  IFP(1)=X  ANDP(9)=0TUENE=9:GOTO88 

:rem  73 

85  IFP(3}=0ANDP{7)=X  THENE=3 SG0TO88 

:rem  68 

86  IFP(3)=X  ANDP(7)=0THENE=7:GOTOB8 

:rem  73 

87  GOT044  : rem  16 

88  GOSUB10;GOTO46  : rem  46 

89  IFXOY  THEN91  srem  196 

90  PRINT"YOU  WIN1  I  1 ":GOT092       : rem  102 

91  PRINT "COMPUTER  WINS  11 "  : rem  45 

92  FORI=lTO20sPOKEFl,INT(20*RND(0)+200) :G 
0SUE9:NEXT  : rem  112 

93  PRINT" (20  DOWN} TRY  AGAIN?  (Y/N)"s 

: rem  145 

94  GETESsIFE$="N"THEN97  : rem    86 

95  IFE$o"Y"THEN94  :  rem    25 

96  CLR:GOT028  : rem    45 

97  PRINT" {CLR}" :END  srem    229 

Inside  Random 
Numbers 

See  article  on  page  98. 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPL'TEI's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Random  Number  Test 

1  PRINT" (CLR) (DOWN)     PRESS     {RVS}R{OFF}    TO 
(SPACE) RANDOMIZE. "  : rem    163 

2  GETA5: IFA9=""THEN2  : rem    135 

3  IFA$="R"THENX=RND(-TI)  : rem  189 
5  P0KE56, 27: CLR: PRINT" {CLR} {DOWN}  PLEASE 

{ SPACE} WAIT. .. "  : rem  167 

7  B«=7168:C  =  7679:FORA=BTOC:POKEA,0:NEXT 

srem  105 

10  B=885:C=947:FORA=BTOC:READD:POKEA,  D:NE 

XT  irem  215 

20  PRINT" {CLR} {DOWN}  ( RVS } V{ OFF } IC  OR  64? 

:rem  167 

25  PRINT" {DOWN}  PRESS  {RVS}V(OFF}  FOR  VIC 

:rem  153 

26  PRINT"  ( RVS } RETURN [OFF]  FOR  64." 

:rem  60 

30  GETA$:IFA?=""THEN30  : rem  233 

35  IFASo"V"THEN50  :rem  4 

40  POKE888,39.-POKE892,  148  :  rem  168 

50  PRINT" {CLR} {DOWN}  PRESS  {RVS}F1(oFF}  T 
0  TEST"  :rem  101 

51  PRINT"  RANDOM  SEEDS."  : rem  154 

60  PRINT" [DOWN)  PRESS  {RVS}F3{OFF}  TO  TES 
T"  :rem  213 

61  PRINT"  BASIC  (RVS) RNDEOFF)  COMMAND." 

:rem  79 
70  GETA$:IFA$=""THEN70  srem  241 

80  IFA$=" (F1}"THENGOTO1000  :rem  139 
90  IFA$="{F3}"THENGOTO2000  : rem  142 
100  GOTO50  :rem  47 

885  DATA165, 197,201,4, 240,55, 32, 151 

srem  243 
893  DATA224, 165 , 143 , 133 , 2  51 , 169, 254,  133 

srem  191 
901  DATA253,169,27,133,254,160,255,24 

srem  86 
909  DATA165, 253, 105,2,  133,  253 , 165  ,  254 

srem  86 
917  DATA10S.0, 133, 254, 200,  196,2  51,208 

srem  75 
925  DATA238, 160,0, 24, 177, 253, 105 , 1 

srem  184 
933  DATA145, 253, 200, 177, 253, 105,  0,145 

srem  76 
941  DATA2  53, 201, 255,208,  195,96,0,0 

srem  189 
1000  PRINT" [CLR} {DOWN}  PRESS  1-5  TO  TEST" 

srem  57 

1010  PRINT"  RANDOM  SEEDS."        srem  246 

1020  PRINT" (2  DOWN}  [ RVS } PRESS {4  SPACES )T 

EST  BYTEs [OFF)"  srem  149 

1030  PRINT" {DOWN) [3  SPACES }1 [9  SPACES) 139 

srem  116 
1040  PRINT" {3  SPACES}2{9  SPACES}140" 

srem  93 
1050  PRINT"[3  SPACES)3{9  SPACES}141" 

: rem  96 
1060  PRINT" {3  SPACES}4{9  SPACES} 142" 

srem  99 
1070  PRINT" (3  SPACES}5{9  SPACES]l43" 

:rem  102 
1080  GETA$sIFA$=""THEN1080  : rem  181 
1090  A=VAL(A$) sIFA<lORA>5THEN1000srem  157 
1100  POKE895, 138+A  srem  203 

1110  PRINT" {CLR} (DOWN)  TESTING  RANDOM  SEE 
D"  :rem  56 

1120  PRINT"  BYTE  " ;A+138; " {LEFT) ." s rem  86 
1130  PRINT" {DOWN}  PRESS  (RVSlFljOFF)  TO  S 
TOP. "  srem  102 

1140  SYS885sGOTO3000  srem  160 

2000  P0KE945,4sP0KE946, 169 : POKE947 , 255 s PO 


174     COMPUTE!'!  Gazette    Juno  19B4 


2036  PRINT"  SEPARATED  BY  A  COMMA. 


KE948, 133: POKE949, 176: POKE950, 96 

i  rem 
2002  FORA=891T0897 : POKEA, 234  s NEXT: rem 
2005  PRINT" [CLR} (DOWN]  TESTING  BASIC 

.{RVSjRND(OFF)"  :rem 

2010  PRINT"  COMMAND."  : rem 

2020  PRINT" [DOWN}  ENTER  NUMBER  RANGE:" 

:  rem 
2030  PRINT"  (0  -  255)"  : rem 

2035  PRINT" {DOWN!  ENTER  TWO  NUMBERS" 

:rem 
f  DOWN } " 
:rem  189 
srem  5 
:rem  176 
: rem  179 
RVS ) RND 

: rem  17 

;B 

:rem  251 

(RVSjFlfOFF)  TO 

srem  125 

Z=255sR=(ABS(A-B))+lsPOK 

:rem  54 


4210 

236 

4220 

254 

4230 

68 

4240 

193 

4400 

4410 

148 

4500 

224 

45L0 

4520 

64 

4530 

J 

5000 

INPUTA,B 

IFA<0ORA>2  55THEN2000 

IFB<0ORB>255THEN2000 

PRINT" {CLR} {DOWN]  TESTING  | 

{OFF}  COMMAND." 

PRINT" {DOWN}  RANGE=  "?A;"-' 

PRINT" {2  DOWN}  PRESS 

STOP . " 
X=251:Y=176 
EY,0 


2040 
2050 
2060 
2070 

2080 

2090 

2100 

2110 
2120 
2130 

2140 
3000 
3010 

3020 

3030 
3100 

3110 
3120 
3200 
3210 
3220 
3500 

4000 

4002 

4004 
4006 
4008 

4009 

4010 
4020 
4030 
4035 
4040 
4100 


4110  PRINT 


IFA<BTHENL=A  : rem  11 

IFB<ATHENL=B  : rem  13 

POKEX, INT{ (RND(1)*R)+L) : SYS885 : IFPEE 
K(Y)=ZTHEN3000  :rem  94 

GOTO2130  :rem  198 

POKE198,0:GOSUB3500  : rem  114 

B=7168:C=7678:Q=256:L=20:FORA=BTOCST 
EP2  : rem  110 

PRINTCT,PEEK(A)+Q*PEEK(A+1) :N=N+lsCT 
=CT+1:IFN=>LTHENGOSUB3200  : rem  71 
NEXT  :rem  5 

PRINT" {2  DOWN ]{ 2  SPACES }( PRESS  ANY  K 
EY)"  : rem  102 

GETA$:IFA$=""THEN3110        : rem 
GOTO4000  : rem 

N=0  : rem 


173 
195 
128 

GETA?:IFA$=""THEN3210        : rem  175 
GOSUB3500: RETURN  :rem  41 

PRINT" {CLR} NUMBER", "COUNT { DOWN } " : RET 
URN  :rem  25 

PRINT" {CLR] [DOWN]  REQUEST  ANALYSIS?" 

:rem  5 
PRINT" {DOWN}  (PRESS  {RVS)y{OFF}  OR 
{RVS}N{OFF} )"  :rem  22 

GETA$:IFA$=""THEN4004        : rem  179 
IFA$<>"Y"THEN5000 
PRINT" [CLR] [DOWN]  PLEASE 

B=7168:C=7678:D=2:TT=0:CT=0: 

65535:ZZ=0:G=256 

FORA=BTOCSTEPD 

N=PEKK(A)+G*PEEK(A+1 ) 

IFN=0THENZZ=ZZ+1:GOTO4040 

GOSUB4500 

NEXT 

PRINT" {CLR) {DOWN}  (RVS)RANI 

ISi" 

{DOWN}  TOTAL  NUMBERS 


4120  PRINT" (3  SPACES} "rCT 

4130  PRINT" [DOWN}  TOTAL  COUNT:" 

4140  PRINT" (3  SPACES} ";TT 

4150  PRINT" (DOWN}  AVERAGE  COUNT: 

4160  PRINT" (3  SPACES} ";TT/CT 

4170  PRINT" [DOWN}  LOWEST  COUNT t ' 

4180  PRINT"(3  SPACES}";LO 

4190  PRINT" {DOWN}  HIGHEST  COUNT: 

4200  PRINT" {3  SPACES} " r HI 


PRINT" { DOWN]  TOTAL  ZEROES : " 

PRINT" {3  SPACES} " ; ZZ 

CLR: PRINT "(DOWN} (RVS}r{0FF} 

T  ANALYSIS. " 

GETA$ : I FA$=" "THEN4240 

IFA$="R"THEN3000 

GOTO5000 

CT=CT+1:TT=TT+N 

IFN>HITHENHI=N 

IFN<LOTHENLO=N 

RETURN 

PRINT" {CLR}  PROGRAM  ENDED." 


:rem  63 
: rem  136 
TO  REPEA 
:rem  178 
:rem  183 
:rem  129 
:rem  199 
:rem  208 
:rem  193 
: rem  212 
srem  172 
: rem  207 


Power  BASIC 

See  article  on  page  112. 


BEFORE  TYPING... 
Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTE!'*  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Power  BASIC:  One-Touch  Keywords 

140  IF  PEEK(PEEK(56)*256) <>120THENPOKE56, 


150 
160 
170 
180 
190 
200 
210 

220 

230 
231 
232 

233 

234 


PEEK(56)-1:CLR 
HI=PEEK(56) :BASE=HI*256 
PRINT" { CLR} PATIENCE. . ." 
FOR  AD=0  TO  211:  READ  BY 
POKE  BASE+AD,BY:  NEXT  AD 


rem  158 
:rem  47 
rem  206 
rem  15  3 
:rem  88 
rem  212 
rem  184 


POKE  BASE+26,HI: 
POKE  BASE+123.HI; 


srem  201 

235 

IT ...  " 

236 

: rem  186 

240 

:HI=0:LO= 

:rem  58 

250 

:rem  210 

i rem  183 

260 

: rem  124 

270 

:rem  21 

280 

:  rem  7 

290 

OM  ANALYS 

300 

: rem  171 

310 

HIT:  " 

320 

: rem  103 

330 

: rem  106 

340 

:rem  241 

350 

: rem  125 

360 

":rem  106 

370 

: rem  69 

380 

:rem  79 

390 

: rem  116 

400 

":rem  127 

410 

:rem  99 

420 

REM  RELOCATION  ADJUSTMENTS 

POKE  BASE+81,HI 

:  rem  2 
POKE  BASE+133.HI 

:rem  95 
:  :rem  207 

::IF  PEEK(65532)=34  GOTO  240  srem  135 
::POKE  BASE+9,72:  POKE  BASE+48,194 

: rem  51 
::POKE  BASE+52,235:  POKE  BASE+92,160 

srem  139 
ssPOKE  BASE+154,72:  POKE  BASE+157,224 

srem  193 
::POKE  BASE+158,234  : rem  230 

::  srem  15 

PRINT"[CLR}*  ONE-TOUCH  KEYWORDS  *" 

srem  88 
PRINT"ON/OFF:  {3  SPACES }  SYS  {  RVS  ]",- BASE 

:rem  176 
END  :rem  111 

DATA  120,173,143,2,201,32  : rem  127 
DATA  208,12,169,220,141,143  srem  239 
DATA  2,169,235,141,144,2  srem  94 
DATA  88,96,169,32,141,143  : rem  155 
DATA  2,169,0,141,144,2  srem  237 
DATA  88,96,165,212,208,117  : rem  206 
DATA  173,141,2,201,3,176  : rem  83 
DATA  110,201,0,240,106,169  : rem  175 
DATA  159,133,245,169,236,133  srem  49 
DATA  246,165,215,201,193,144  : rem  40 
DATA  95,201,219,176,91,56  srem  160 
DATA  233,193,174,141,2,224  : rem  194 
DATA  2,208,3,24,105,26  :rem  245 
DATA  170,189,159,0,162,0  srem  92 
DATA  134,198,170,160,158,132  :rem  40 
DATA  34,160,192,132,35,160    : rem  187 


COMPUTEI's  Gazette    June  1984     175 


430 
440 
450 
460 
470 
480 
490 
500 
510 
520 
530 
540 
550 
560 
570 
580 
590 
600 
610 
620 
630 
640 
650 
660 
670 
680 
690 
700 
710 
720 
730 
740 

750 


DATA  0,10,240,16,202,16  : rem  22 

DATA  12,230,34,208,2,230  -.rem  78 

DATA  35,177,34,16,246,48  :rem  108 

DATA  241,200,177,34,48,17  : rem  147 

DATA  8,142,211,0,230,198  :rem  91 

DATA  166,198,157,119,2,174  : rem  215 

DATA  211,0,40,208,234,230  :rem  131 

DATA  198,166,198,41,127,157  t rem  8 

DATA  119,2,230,198,169,20  :rem  146 

DATA  141,119,2,76,220,235  : rem  139 

DATA  76,67,236  :  rem  127 

:  :rem  211 

REM  *TOKENS  FOR  SHIFT  KEY  : rem  202 

:  : rem  213 

DATA  153,175,199,135,161,129  : rem  56 

DATA  141,164,133,137,134,147  : rem  42 

DATA  202,181,159,151,163,201  :rem  37 

DATA  196,139,192,149,150,155  : rem  52 

DATA  191,138  : rem  20 

;  :rem  210 
REM  *TOKENS  FOR  COMMODORE  KEY: rem  240 

:  :rem  212 
DATA  152,176,198,131,128,130 
DATA  142,169,132,145,140,148 
DATA  195,187,160,194,166,200 
DATA  197,167,186,157,165,184 
DATA  190,158,0 


REM  *CHECKSUM  ROUTINE 

FOR  AD=0  TO  158  :  READ  BY 
CHKSUM  -  CHKSUM  +  BY 


:rem  45 
: rem  43 
: rem  54 
: rem  72 
rem  121 
: rem  11 
rem  147 
: rem  13 
:rem  25 
NEXT  AD 


:rem  166 
t:IF  CHKSUM  <>  20347  THEN  PRINT  "ERRO 
R!"  :rem  143 


Scroll  64 


Set'  article  an  page  127  for  instructions  on  use. 

10  DATA11507, 12573, 12522,11001 

20  A=49152:B=84:C=A+B:FORI=lTO4iD=0:READX 

sFORJ=ATOC:D=D+PEEK(J) :NEXT 
30  IFDOXTHENPRINTTAB(  19)  "ERROR  IN  BLOCK 

{SPACE}#"IsGOTO50 
40  PRINT "BLOCK  #"I"IS  CORRECT" 
50  A=C+1:C=A+B:NEXT:END 
60  F0RI=1T04 : READA:NEXTs  READLO, HI : FORI=LO 

TOHI : READX : POKEI , X : NEXT  t  END 
5000  DATA  49152,  495  28 
5010  DATA  174,114,193,224,3,144,3,76,117, 

192,188,114,193,140,121,193,174 
5020  DATA  118,193,232,202,32,30,193,172,1 

21, 193,173,119, 193,201,2,208,10 
5030  DATA  169,32,72,173,33,208,72,76,50,1 

92, 177,90,72, 177,92,72,204 
5040  DATA  116,193,240,20,200,177,90,72,17 

7,92,136, 145,92, 104, 145, 90, 200 
5050  DATA  204,116,193,208,238,240,18,136, 

177,90,72,177,92, 200, 145,92,104 
5060  DATA  145,90,136,204,115,193,208,238, 

173, 119, 193,201,0, 208,5,104, 104 
5070  DATA  76,111,192,104,145,92,104,145,9 

0, 236,117, 193,208,160,96, 172, 116 
5080  DATA  193,200,189,114,193,170,32,30,1 

93, 173,120, 193,201,2,208, 19,136 
5090  DATA  169,32,153,122,193,173,33,208,1 

53,162,193,204, 115,193,208,239,240 
5100  DATA  16,136,177,90,153,122,193,177,9 

2,153,162,193,204,115, 193,208,240 
5110  DATA  236,117,193,240,37,202,32,30,19 

176     COMPUTE!'*  Gazelle    Juris  1984 


3,172,116,193,200,136,177,90,72 
5120  DATA  177,92,32,48,193,145,92,104,145 

,90,32,56,193,204,115,193,208 
5130  DATA  234,236,117,193,208,221,240,46, 

202,206, 118, 193, 232,32, 30, 193, 172 
5140  DATA  116,193,200,136,32,48,193,177,9 

0,72,177,92,32,56, 193, 145,92 
5150  DATA  104,145,90,204,115,193,208,234, 

2  36,118, 193,208,221,238,118,193,232 
5160  DATA  32,30,193,173,120,193,201,0,240 

,20, 172, 115,193,136,200,185, 162 
5170  DATA  193,145,92,185,122,193,145,90,2 

04,116, 193, 208,240,96, 189,89, 193 
5180  DATA  133,91,24,105,212,133,93,189,64 

, 193,133,90, 133,92,96,72,152 
5190  DATA  24,105,40,168,104,96,72,153,56, 

2  33,40,168,104,96,0,40,80 
5200  DATA  120,160,200,240,24,64,104,144,1 

84, 224 , 8 , 48 , 88 , 1 28 , 168 , 208 , 248 
5210  DATA  32,72,112,152,192,4,4,4,4,4,4,4 

5220  DATA  5,6,6,6,6,6,6,6,7,7,7,7,7,3,0,4 

,0 
5230  DATA  4,1,1 

Tape  Data  Files  For 
VIC  And  64 

See  article  on  page  130. 

Program  1: 

Files  Written  From  Keyboard 

200  REMfll  SPACES}*  FILES  WRITTEN  * 

: rem  106 
210  REM{U  SPACES}*  FROM  KEYBOARD  * 

:rem  80 
215  CLR  ;rem  121 

220  INPUT" [CLR} (5  DOWN} NO.  OF  ITEMS  IN  FI 

LE"rN  :rem  114 

225  DIMW$(N+1)  :rem  233 

230  INPUT" {DOWN} FILENAME"? NAME$ :IFNAME$=" 

+1"THEN  END  : rem  44 

240  PRINT"{DOWN}ON  THE  PROMPT, " s PRINT"TYP 

E  EACH  ITEM, ":PRINT"FOLLOWED  BY  {RVS} 

RETURN (OFF}"  : rem  67 

245  OPEN1, 1,1, NAME $  : rem  41 

250  FORX=0TON:INPUTW$(X):PRINT#1,W$(X) : IF 

W${X)o"-l"THEN  NEXT  :rem  4 

260  CLOSE1:FORX=0TON:PRINTW$(X) :NEXT 

:rem  122 
265  PRINT"HIT  ANY  KEY"  : rem  36 

270  GETA?:IFA$=""THEN  270  : rem  85 

280  GOTO200  ;rem  101 

290  END  :rem  114 

Program  2:  Files  Written  From  Data 

500  REM{10  SPACES}*  FILE  WRITTEN  * : rem  26 
510  REM [10  SPACES}* {2  SPACES} FROM  DATA 

{3  SPACES}*  :rem  28 

520  REM  irem  123 

540  DATAW2 1 , DELIGHT , CHAPTER , FARTHER, BUILT 

, JOYFUL, STORIES  : rem  11 

550  DATABOUGHT, SCARF, FILLED, SAILED, REMAIN 
, CLOAK , PLACED, DRIVING , FEAST , STRONG , -1 

: rem  150 

551  DATAW22 , FLYING, SOMETIMES, HIGHWAY, SNOW 
ING, CLOSING  :rem  16 


560 

570 

580 
585 
590 
600 
620 
630 
640 
650 


DATABEDTIME, PUSHED, BRUSHES, DREAMING, B 
OOKCASE, PULLED  srem  196 

DATAAIRPLANE, BUYING, SPENDING, SKATED, D 


ECEMBER,-1,+1 
READNAME? : R?=CHR$ ( 13 ) 
IFNAME$="+1"THENGOTO650 
OPEN1, 1,1, NAME? 
READWRD$:PRINT#1 ,WRD?;R? 
IFWRD?  <> " -1 "THEN600 
CLOSE1 
GOTO 5 80 
CLOSElsEND 


:rem  221 

: rem  161 
: rem  86 
: rem  44 

:rem  204 
: rem  25 
:rem  64 

:rem  112 
:rem  83 


Program  3:  nie  Reader 

300  REM (11  SPACES }*{ 4  SPACES  3  FILE 

{4  SPACES}*  srem  2  35 

310  REM{11  SPACES)* (3  SPACES } READER 

[3  SPACES}*  :rem  127 

350  INPUT"{CLR} [8  DOWN] WHAT  FILE";NAME? 

:rem  91 

360  IFNAME$="+1"THEN  END 

370  OPEN1,1,0,NAME$:N=0:DIMWS(16) 

380  INPUT#1,W?(N) :N=N+1 

390  IFWS(N-1)="-1"THEN410 

400  GOTO380 

410  CLOSElsFORX=0TO(N-l) sPRINTWS(X) :NEXT 

srem  38 

420  PRINT "HIT  ANY  KEY"  s rem  29 

430  GETA$:IFA$=""THEN430  srem  81 

450  RUN350  srem  38 

460   END  :rem   113 

3-D  Tic-Tac-Toe 

Sec  article  on  page  50. 


s rem  80 
: rem  99 
:rem  52 
:rem  70 
rem  104 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMPUTERS  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1 : 

3-D  Tic-Tac-Toe — 64  Version 

PRINT"(CLRj":POKES3  281,(9:POKE53  280,4 

s  rem 
DIMDl(28) :FORI=lT027 
(1  +  1) 


1 


2 


40 
DI 
82 


10 


11 


READX1 :X2=X2+X1 

X2sNEXTIsDI(l)=0  : rem 

PRINTTAB(9)"{RED} [3  SPACES} [RVS}£ 
{6  SPACES) [OFF} [2  SPACES) {RVS} 
{6  SPACES)|c*i"  srem  193 

PRINTTAB(9)"[2  SPACES )[ RVS ]l{ 8  SPACES} 
{OFF}  {RVS} {7  SPACES) 1*3"       : rem  166 
PRINTTAB{9)"  [RVS}£{9  SPACES} { OFF  J 
{RVS)  [8  SPACES)!*!"*  :rem  167 

PRINTTAB(9)"{BLU} {RVS}£{6  SPACES) {RED} 
{4  SPACES) [OFF}  [RVS} (3  SPACES] [BLU} 
(6  SPACES )^*3"  :rem  2 

PRINTTAB (9) " {RVS] {3  SPACES } { RED) 
(3  SPACES) {OFF]  {RVS} {3  SPACES) ( BLU ] 
[7  SPACES} |*3"  :rem  59 

PRINTTAB(9) " {RVS} {2  SPACES } {RED] [OFF] 
£(2  SPACES] [RVS]£{BLU] [2  SPACES] 
TRED}[3  SPACES] {OFF}  (rvS][3  SPACES) 
{BLU} {2  SPACES) {OFF}  {rVS)[RED} 
{3  SPACES) {BLU} {2  SPACES}"'     srem  148 
PRINTTAB (9)"  (4  SPACES)  {  RVS  ]  [RED}.£ 


12 


13 


14 


15 


16 


17 


18 


19 


20 


25 

30 

35 

52 

53 
54 
55 


56 
57 


58 

59 

60 

61 

63 
65 

70 
90 

100 


{BLU}(2  SPACES) {RED) (3  SPACES] [OFF] 
(RVS} {3  SPACES} {BLU} (2  SPACES) [OFF] 
(RVS} {RED} {3  SPACES} [BLU] {2  SPACES}" 

: rem  72 
PRINTTAB ( 9 ) " { 3  SPACES ) { RVS ) { RED }£ 
{2  SPACES] {BLU} {2  SPACES} { RED} 
(3  SPACES} {OFF)  {RVS}(3  SPACES) [ BLU } 
[2  SPACES} {OFF}  {RVS} {RED} {3  SPACES} 
{BLU) {2  SPACES}"  srem  73 

PRINTTAB (9)" (3  SPACES }{ RVS }[ 5  SPACES) 
{RED) (3  SPACES} {OFF)  { RVS  }  (  3  SPACES) 
{BLU){2  SPACES} {OFF}  {rvs}[RED} 
{3  SPACES) [BLU] (2  SPACES)"     srem  102 
PRINTTAB(9}"{3  SPACES }( RVS }{ 5  SPACES} 
{RED) {3  SPACES} [OFF}  [RVS}(3  SPACES] 
(BLU} {2  SPACES} [OFF]  {RVS)(RED} 
{3  SPACES) (BLUJ (2  SPACES}"     srem  103 
PRINTTAB ( 9 ) " { 2  SPACES ) { RVS ) ( RED } £ 
[3  SPACES) {BLU) {2  SPACES} {RED] 
{3  SPACES) (OFF)  { RVS } { 3  SPACES} {BLU J 
(2  SPACES) {OFF]  [ RVS } { RED } ( 3  SPACES) 
(BLU}{2  SPACES]"  srem  76 

PRINTTAB (9)"  { RVS } { RED)£{4  SPACES) 
(BLU] (2  SPACES] {RED} (2  SPACES ] [OFF ]£ 
(SPACE) {RVS) (3  SPACES) {BLU} {2  SPACES} 
{RED] {4  SPACES) {BLU) (2  SPACES )" s rem  82 
PRINTTAB(9) " (RVS) (RED]£{5  SPACES] 
{BLU} (2  SPACES) [RED}  [OFF}£{2  SPACES) 
{RVS} (3  SPACES) (BLU} {2  SPACES} {RED} 
{4  SPACES] [BLU] (2  SPACES)"      srem  83 
PRINTTAB(9)" (RVS) [2    SPACES} {RED} 
{4  SPACES) [BLU] [2  SPACES} (RED) (OFF }£ 
[3  SPACES  If* 31 RVS]  (2  SPACES} [BLU} 
[2  SPACES) {RED) {4  SPACES ){ BLU ) 
{2  SPACES)"  ;rem  138 

PRINTTAB(9)"[RVS} {7  SPACES} (OFF)£ 
{5  SPACES} {RED) fc* % { RVS }  [BLU} 
(7  SPACES }{ OFF )£"  srem  80 

PRINTTAB(9)"g*ilRVS}(5  SPACES) (OFF}£ 
{7  SPACES} {RED} $*%{ RVS ) (BLU) (6  SPACES} 
{OFF]£"  srem  39 

PRINTTAB{9)" (DOWN} {CYN)T  I  C{RED}  CC 
{CYNjT  A  C{RED}  CC(cyN}  T  O  E"srem  107 
PRINTTAB (12)" (4  DOWN] |3EFIREBUTTON  TO 
{SPACE} PLAY"  srem  116 

IF (PEEK{ 56321 ) AND16 ) =16AND( PEEK< 563  20) 
AND16)=1GTHEN35  srem  172 

PRINT" [CLR)§6§"; : POKE53281 , 0 :DIMP{ 27 ) s 
0=1  srem  124 

PH=54272sCU=32sCC=0sS=54272    srem  176 
POKES+13,240  trem  60 

P(l)=1119sP{2)=1122sP(3)=1125:P(4)=120 
1 : P  (  5 ) =1 204 : P ( 6 ) =1 2 0 7  s  P ( 8 ) =1 286 

srem  198 
P{7)=1283  :rem  78 

P(9)=1289sP(10)=1439:P(ll)=1442sP(12)= 
1445 : P(13 )=1 521 :P(14)=1524sF{ 15) =1527 

srem  10 
P(16)=1603sP(17)=1606sP(18)=1609sP(19) 
=1759sP(20)=1762:P{21)=1765  srem  10 
P(22)=1841iP(23)=1844:P(24)=1847:P(25) 
=1923sP(26)=1926sP{27)=1929  srem  20 
F0RD=lTD2sPRINT"PLAYER  #" :  D; :INPUTPL$( 
D):NEXT;CO(l)=4sCO{2)=5  srem  161 
FORV= 1T02  s  PL? ( V) =LEFT$ { PL? { V) , 9 ) s  NEXT 


M(2)=87:M(1)=86:L=1 
INPUT "HOW  MANY  ROUNDS "  s  RD 
U(1)=5C321:U{2)=56320 
PRINT" (CLR) {RED)"; sF0RV=lT03 

PRINTTAB(12)"E9    @3" 


srem  170 
srem  141 
srem  14 
srem  203 
srem  223 

srem  177 


COMPUTEI's  Gazette    Juno  1984     177 


110  PRINTTAB{12)" [RVS}§*3(OFF}{2  SPACES ]M 

(2  SPACES ]M{ 2  SPACES }M"       : rem  216 

120  PRINTTAB(12)"i*3ERVS}f*3fOFF}i§3  M|§| 

Mi@3  M"  srem  164 

130  PRINTTAB(13)"i*3(RVS]i*i{OFF}|2  T|M 

|2  T3m^2  TgM"  srem  140 

140  PRINTTAB(14T"i*^[RVS)i*3(OFF}g0  3  M|P3 
M?@3  M"  ;rem  168 

150  PRINTTAB(15)"f*HRVS)i*3(OFF}&2  T^M 

E2  t^m^2  TiM"  srem  144 

160  PRINTTAB ( 1 6j" I  *  3 ( RVS ] | *  ^  J  OFF } 

(2  SPACES JM( 2  SPACES ]M{ 2  SPACES )M" 

srem  192 
170  PRINTTAB (17)"^* ^ [RVS) {9  SPACES}" 

: rem  234 

175  ONVGOTO176,177,330  : rem  244 

176  PRINT" (BLU}"? sNEXT  :  rem  66 

177  PRINT" [YEL} " r :NEXT  ! rem  194 
330  R=l  :rem  36 
340  POKEF(O),160sPOKEP{O)+PH,  1    srem  242 

350  PRINT" (HOME) {YEL} ROUND : i 63" ; R; " [HOME] 
{6  DOWN}g63":PRINTPL?(L) ;" 'S  TURN"; 

: rem  52 

351  FORV=lTO!2-LEN(PL$(L) )-2sPRINT"  ";sNE 
XT  : rem  34 

360  J=15-(PEEK{U{L) )AND15)  srem  165 
380  IFJ=8THENPP=1:GOTO410  : rem  46 

390  IFJ=4THENPP=-1:GOTO420  srem  89 
400  GOT0459  :rem  111 

410  IFO=27THENO=26:NX=CUsNC=CCsGOT0433 

:rem    140 
415    NX=PEEK{P(0+1) ) :NC=PEEK{P(0+1)+PH) :GO 
TO430  treiti   214 

420    IFO=lTHENO=2:NX=CU:NC=CC:GOT0433 

:rem  31 
425  NX=PEEK(P(0-1) ) sNC=PEEK{ P(0-1 ) +PH) 

:rem  209 
430  POKEP(o),CUsPOKEP(0)+PH,CC  :  rem  72 
43  3  0=0+PP  srem  64 

43  5  CU=NX;CC=NC  : rem  16  5 

440  POKEP(O),  160:PQKEP(O)+P1I,1    !  rem  243 

441  POKES+1 1 ,17: POKES+8 , 70 : POKES+24 , 1 5 

:rem  205 

442  FORD=1TO20 : NEXT: POKES+24, 0: POKES+1 1,1 
6:GOTO460  : rem  67 

459  F0RD=1T015:NEXT  : rem  189 

460  POKEP(O) ,CU:P0KEP{0)+PH,CC:F0RD=1T045 
:NEXT:POKEP(0) , 160 : POKEP(0)+PH, 1 

: rem  56 
470  J=PEEK(U(L) )AND16:IFJ=16THEN360 

:rem  67 
47  5  IFCU=32THEN480  : rem  52 

476  PQKES+li , 17;POKES+8, 14 :POKES+24, 15 

: rem  211 

47  7  FORD=1TQ500 : NEXT: POKES+24, 0: POKES+1 1, 

16:GOTO360  : rem  125 

480  POKEP(0),M(L) :POKEP(0)+PH, CO{L) :CU=M{ 
L) sCC=CO(L)  :rem  109 

481  POKES+1 1, 17 : POKES+8, 200: POKES+24, 15 

: rem  252 

482  FOR0=lTO2 50 : NEXT : POKES  +  1 1,16: POKES+24 
,0  :rem  111 

485  A=0sR=0sC=0  :rem  34 

490  RESTORE : READX : FOR  I=1T0DI (0)+13 sREADX 

,YsNEXTI  : rem  155 

495  FORI=DI(0)+1TODI(0+1)  : rem  196 
500  READ  X,Y:IF(PEEK(P(X))=M(L))AND(PEEK( 

P{Y) )=M(L) )THEN  B=X:C=Y:A=0  : rem  25 
510  NEXTI  :rem  30 

740  IFA=0THEN923  :rem  165 

745  PRINT" {HOMEj {7  DOWN}  "  ,-PLS  (L)  ;  "  WINS1" 


;  srem  175 

746  FORV=LT012-LEN(PLS(L)  )-2:PRINT"  ",-:NE 
XT  : rem  42 

747  SC(L)=SC(L)+1  :rem  161 
750  T=25  5:POKES+ll, 17: POKES+24, 1 5 :FORX=lT 

010  : rem  112 

760  H=INT( 16*RND(1) )  : rem  85 

770  POKEP(A)+PH,H  : rem  230 

780  POKEP(B)+PH,H  : rem  232 

790  POKEP(C)+PH,H  : rem  234 

800  POKES+8, TsFORD=lTO350:NEXT:T=T-2f, :NEX 

T : POKES+1 1,16: POKES+24 , 0 :GOTO920 

: rem  60 
920  FORO=lTO27:POKEP(O),32:POKEP(O)+PH,0s 

NEXT  : rem  38 

923  IFL=1THENL=2:GOTO930  : rem  224 

925  L=l  srem  90 

930  IFA=0THEN350  srem  160 

940  CU=32:CC=0sNX=0:NC=0sO=l      : rem  128 

945  R=R+1:IFR>RDTHEN950  : rem  155 

946  GOTO350  srem  116 
950  PRINT" [CLR] {7  DOWN) {17  SPACES}" 

srem  121 
955  PRINT"£9  RIGHT}{3  DOWNjFINAL  SCORE" 

: rem  146 
957  PRINT" [9  RIGHT  H  YEL }  [j  11  YI(gRN}" 

: rem  20 
960  PRINT"(2  RIGHT}"PL5(1)  ;":  ",-SC(U 

: rem  248 

970  PRINT" [DOWN] {2  RIGHT] "PL$ ( 2 );":": SC{ 2 

)  : rem  12 

980  PRINT"  (DOl/N)  {2  RIGHT  ]  |33FI  REBUTTON  TO 

PLAY  AGAIN"  : rem  142 

990  IF{PEEK{U(1) ) AND16 )=16THENIF (PEEK{ U( 2 

) )AND16)=16THEN990  : rem  185 

1000  POKE198,0:RUN  srem  29 

1080  DATA  7,4,7,4,5,4,7,4,7,4,5,4,5,12,5, 

4,5,4,7,4,7,4,5,4,7,4,7       srem  36 

1100  DATA  2,3,4,7,5,9,10,19,13,25,11,21,1 

4,27,1,3,5,8,11,20  srem  28 

1105  DATA  14,26,2,1,6,9,5,7,12,21,15,27,1 

4,25,11,19,5,6  srem  112 

1110  DATA  14,24,13,22,1,7,1,9,2,8,3,7,4,6 

,14,23,15,24  :rem  2 

1115  DATA  3,9,14,22,4,5,1,4,3,5,8,9,16,25 

,13,19,17,27,14,21  srem  55 

1120  DATA  7,9,2,5,17,26,14,20,1,5,3,6,7,8 

,18,27,15,21,17,25,14,19  : rem  95 
1125  DATA  11,12,13,16,14,18,1,19,10,12,14 

,17,2,20,3,19,1,21  srem  30 

1130  DATA  14,16,15,18,10,11,3,21,10,16,14 

,15  srem  74 

1135  DATA  4,22,1,25,7,19,10,18,11,17,12,1 

6,13,15,2, 26  srem  11 

1140  DATA  1,27,3,25,4,24,6,22,7,21,8,20,9 

,19,12,18  srem  127 

1145  DATA  13,14,6,24,3,27,9,21,10,13,18,1 

7,12,14,7,25  srem  18 

1150  DATA  11,14,16,18,8,26,9,25,7,27,12,1 

5,10,14,16,17  srem  74 

1155  DATA  9,27,20,21,22,25,23,27,1,10,9,1 

4,7,13,3,11  srem  218 

1160  DATA  23,26,2,11,8,14,19,21,19,20,27, 

24,23,25  :rem  80 

1165  DATA  12,3,9,15,7,14,1,11,19,25,23,24 

,4,13,6,14  :rem  174 

1170  DATA  19,27,20,26,21,25,22,24,5,14,22 

,23,21,27  srem  127 

1175  DATA  6,15,4,14,23,21,26,27,19,22,7,1 

6,1,13,9,17  srem  236 


178     COMPUTED  Gareltc    June  1984 


1180    DATA   3,14,20,23,25,27,8,17,2,14,19,2 

3,21,24,2  5,26  s rem   69 

1185    DATA   9,18,3,15,7,17,1,14  :rem    141 

Program  2: 

3-D  Tic-Tac-Toe— VIC  Version 

Memory  expansion  (any  amount)  required, 

100  PRINT" (CLR}":POKE36879, 15 


110 

120 
130 


140 


150 


160 


170 


180 


190 


200 


210 


220 


230 


240 


250 


260 


270 


280 


DIMP(27) 

:rem  31 
DIMDI{28) :F0RI=1T027:READX1:X2=X2+X1: 
DI{I+1)=X2!NEXTI:DI(1)=0  : rem  178 
DD=37154:P1=37151 ;P2=37152  :rem  80 
PRINT"fRED] (3  SPACES ] t RVS }£ 
5  SPACES] [OFF] {2  SPACES} [ RVS } 

5  SPACES]&*3"  :rem  191 
PRINT" (2  SPACES} (RVS }£{ 7  SPACES} 

OFF}  {RVS}[6  SPACES}?*!"  : rem  164 
PRINT"  (RVSJffS  SPACES) (OFF)  {RVS} 

7  SPACES  }f:*I"  :rem  165 

PRINT " { BLU } { RVS }X { 6  SPACES } { RED  3 

3  SPACES} [OFF}  TRVS } [ 2  SPACES  J { BLU ) 

6  SPACES }£*!"  :rem  0 
PRINT" (RVS } (8  SPACES) (RED] (2  SPACES}  . 

OFF}  (RVS}[2  SPACES} [BLU H 7  SPACES  3 
%*V  :rem  57 

PRINT "(RVS) (2  SPACES) (RED) (OFF}£ 
2  SPACES]  (RVSUfBLUj  {2  SPACESJTRED} 
2  SPACES} [OFF}  { RVS } { 2  SPACES) ( BLU } 
2  SPACES} {OFF} (2  SPACES} (RVS) (RED) 
2  SPACES} (BLU) (2  SPACES}"    : rem  107 
PRINT"{4  SPACES} (RVS} (RED)£  (BLU) 
2  SPACES) (RED) (2  SPACES) (OFF}  [ RVS ] 
2  SPACES] (BLU j (2  SPACES) [OFF} 
2  SPACES) (RVS) (RED) [2  SPACES} ( BLU } 
2  SPACES)"  :rem  31 

PRINT" [3  SPACES} (RVS ) (RED) £ 
2  SPACES} (BLU} (2  SPACES} {RED} 
2  SPACES} {OFF}  (RVS} {2  SPACES) ( BLU ] 
2  SPACES} [OFF] {2  SPACES }{ RVS ]( RED} 
2  SPACES} [BLU] {2  SPACES}"     : rem  23 
PRINT" {3  SPACES] {RVS} {5  SPACES) { RED] 
2  SPACES} [OFF}  {RVS}(2  SPACES] { BLU ) 
2  SPACES} (OFF} [2  SPACES) (RVS) {RED} 
2  SPACES} (BLU) [2  SPACES)"     : rem  52 
PRINT"(3  SPACES} [RVS} {5  SPACESjfRED} 
2  SPACES) (OFF)  (RVS 3 [2  SPACES} ( BLU } 
2  SPACES) {OFF} [2  SPACES }{ RVS ]( RED) 

2  SPACES) {BLU} {2  SPACES}"  : rem  53 
PRINT" {2  SPACES] (RVS) {RED} £ 

3  SPACES} (BLU } {2  SPACES} {RED} 

2  SPACES} {OFF}  { RVS } [ 2  SPACES ){ BLU ) 
2  SPACES] (OFF} £2  SPACES }( RVS } {RED } 
2  SPACES) [BLU j (2  SPACES)"     : rem  26 
PRINT"  (RVS} {RED}£[4  SPACES }( BLU } 
2  SPACES) (RED) [2  SPACES}! OFF}  ( RVS } 
2  SPACES] {BLU} [2  SPACES] [RED] 

4  SPACES] (BLU} (2  SPACES}"  : rem  119 
PRINT " ( RVS ] ( RED ] £ ( 5  SPACES } ( BLU } 

2  SPACES} {RED}  TOFF}£  {RVS} 

2  SPACES} {BLU} {2  SPACES} (RED} 

4  SPACES} [BLU j (2  SPACES}"     s rem  33 
PRINT" [RVS} {2  SPACES} (RED] (4  SPACES} 
BLU} {2  SPACES} (RED} {OFF )£( 2  SPACES] 
RVS) {2  SPACES] [BLU] (2  SPACES} {RED} 

4  SPACES] (BLU) [2  SPACES)"  : rem  121 
PRINT"(RVS) (7  SPACES) {OFF)£ 

3  SPACES] {RED} £* I [RVS }  (BLU) 

7  SPACES} {OFF }£"  : rem  30 
PRINT"£*S(RVS} (5  SPACES} [OFF]£ 

5  SPACES }( RED] i*|( RVS} {BLU} 

6  SPACES] (OFF}£"  : rem  254 


:rem  186 

:rem  58 

srem  15 

:rem  47 

SPACES }M 


290  PRINT" {DOWN] (CYNjT  I  C{RED}  C  {CYN}T 

( SPACE j A  C[RED}  C[CYN}  T  O  E":rem  184 
300  PRINTTABC2)" (DOUN}§33FIREBUTTON  TO  PL 

AY"  : rem  64 

310  P0KEDD,255:P=PEEK(P1) :IF  -((PAND32)=0 

)<>1  THEN  310  :rem  204 

320  PRINT" {CLR)&63"; : POKE36879, 10 :0=1 

:rem  203 
325  H=256*PEEK(648) : PU=30720 : IFPEEK { 648 ) = 

16THENPH=33792  :rem  154 

330  CU=32:CC=0:S=36874:VO=36878  :rem  255 
340  POKES+13,240  : rem  106 

350  P(1)=31+H:P(2)=34+H:P(3)=37+H:P(4)=77 

+H:P(5)=80+H:P{6)=B3+H:P(7)=123+H 

: rem  163 
360  P(8)=126+H:P(9)=129+H:P(10)=2O7+H 

: rem  160 
370  P(11)=210+H:P(12)=213+H:P(13)=253+HjP 

(14)=256+H:P(15)=259+H         :rem  11 
380  PU6)=299+H:P(17)=302  +  H:P{18)=305+H:P 

(19)=383+H:P(20)=386+HiP(21)=389+H 

:rem  190 
390  P(22}=429+H:P{23)=432+H:P(24)=435+H:P 

(  25  )  =47  5 +11 :  P  (  26  }  =478+H !  P  (  27  )  =48  1  +  H 

:rem  191 
400  F0RD=1T02 :PRINT"PLAYER  # " ; D; : INPUTPL? 

(D) iNEXT:C0(l)=4:C0(2)=5      : rem  207 
410  F0RV=1T02 :PL$ (V)=LEFT$( PL${V) ,8) :NEXT 

: rem  215 
420  M(2)=87iM(l)=86sL=l 
430  INPUT "HOW  MANY  ROUNDS " ; RD 
450  PRINT" (CLR] (RED}"; :F0RV=1T03 
460  PRINT"(7  SPACES}[e9  @3" 
470  PRINTTAB(6}"  [  RVS  }  |*  HoFF  }  (2 

[2  SPACES ]m{ 2    SPACES JM"       : rem  180 

480  printtab(6T"£*Hrvs1§*Hoff}£@3  Mj@3 

(SPACE )ME@3    M"  :rem    128 

490    PRINTTAB(7)"Y*HRVS)E*3{0FF}£2    T|M 

£2    TSMg2   T|M"  :rem    104 

500    PRINTTAB(8}Trg*B(RVS)E*l{0FF]i@3    Mg@3 

[SPACE }Mg@3    M"  :rem    123 

510    PRINTTAB(9)"'H*3{RVS)E*nOFF}i2    T^M 

E2   T^M£2   T§M"  : rem   99 

520    PRINTTAB(10T"E*2{RVSH*3{OFF} 

(2  SPACES }M( 2  SPACES }M( 2  SPACES }M" 

: rem  186 
530  PRINTTAB(ll)"E*i{RVS}(9  SPACES ) { OFF ) " 

;  rrem  177 

540  ONVGOTO5  50,560,  5  70  :rern  238 

5  50  PRINT" (BLU) "r :NEXT  : rem  62 

560  PRINT" (GRN}" r :NEXT  srem  62 

570  R=l  :rem  92 

580  POKEP(O), 160:POKEP(O)+PH,2  srem  249 
590  PRINT" {HOME} {4  DOWN} {yEL} ROUND: %6%" ; R 

:rem  76 
600  PRINT" (HOME) t 6  DOWN} " : :FORV=1T01 1 : PRI 

NT"  "; :NEXTV  : rem  26 

605  PRINT" (HOME] { 5  DOWN} " :PRINTPL$ ( L) ; " ' S 

":PRINT"TURN"  : rem  69 

610  POKEDD, L27:P=PEEK(P2)AND128:J1=-{P=0) 

: rem  110 
620  POKEDD, 255 :P=PEEK( PI) :J2=-( (PAND16)=0 

)  :rem  142 

630  IFJ1=1THENPP=1 :GOTO660  : rem  93 
640  IFJ2=1THENPP=-1:GOTO680  : rem  142 
650  GOTO760  :rem  113 

660  IFO=27THENO=26:NX=CU:NC=CC:GOTO710 

:rem  145 
670  NX=PEEK<P(0+1) ) :NC=PEEK( P(0+1 )+PH) :GO 
TO700  :rem  217 

680  IFO=1THENO=2:NX=CU:NC=CC:GOTO710 

:rem    37 
COMPUTE  t's  Gazette    Junel98<l     179 


690  NX=PEEK(P{0-1) ) :NC=PEEK( P(0-1 )+PH) 

:rem  213 
POKEP(0),CU:POKEP(0)+PH,CC  : rem  72 
0=0+PP  trem  62 

CU=NX:CC=NC  trem  162 

POKEP{0) ,160:POKEP{O)+PH,1    trem  245 
POKEVO, 15: POKES, 170  :rem  129 

FORD=1TO20  tNEXT t POKEVO, 0 ;GOTO770 

trem  46 
760  FORD=lT015:NEXT  : rem  184 

POKEP ( O) , CU : POKEP { O) +PH, CC : FORD=lT045 
: NEXT: POKEP (O) , 160 :POKEP{0)+PH, 1 

: rem  60 
P0KEDD,255:P=PEEK(P1) :J=  -{ (PAND3  2)=0 
)  :IFJ<>1THEN610  :rem  229 

IFCU=32THEN820  : rem  50 

POKEVO, 15:P0KES, 160  : rem  125 

FORD=1TO500 :NEXT: POKEVO, 0 :GOTQ610 

trem  87 
POKEP (0),M(L) :POKEP(0)+PH,CO(L) :CU=M( 
L)  :CC=CO(L)  :rem  107 

POKEVO, 15 :POKES, 200  :rem  123 

F0RD=1T02 50 tNEXT;  POKEVO,  0      :  rem  82 
A=0tB=0:C=0  : rem  30 

RESTORE  t  READX : FOR  I  =  1T0DI { 0} +1 3 : READX 
,YtNEXTI  trem  156 

870  FORI=DI(0)+1TODI(0+1)  : rem  193 

880  READ  X,YtIF(PEEK(P(X})=M(L) ) AND ( PEEK ( 


700 
710 
720 
730 
740 
750 


770 


780 

790 
800 
810 

820 

830 
840 
850 
860 


890 
900 


P(Y) )=M(L) )THEN 

NEXTI 

IFA=0TliEN1010 


B=X:C=YtA=0    trem  36 
trem  41 
trem  199 
910  PRINT" (HOME} [14  DOWN} (10  SPACES]" 

: rem  108 
PRINT" {HOME} (14  DOWN)"rPL$(L) : PRINT "W 

t  rem  17  3 

trem  15  5 

:  POKES, 133 t tFORX=lTO10 

trem  14 

H=INT(16*RND(1) )  trem  86 

POKEP(A)+PI!,H  trem  231 

POKEP(B)-fPH,H  trem  233 

POKEP<C)+PH,H  trem  235 

POKES , T : FORD= 1TO350 : NEXT : T=T-26 : NEXT  t 

POKES, 160tPOKEVO,0:GOTO1000   trem  117 

F0RO=lTO27 : POKEP ( O ) , 32  t  POKEP ( O ) +PH , 0 


920 

930 
940 

950 
960 
970 
980 
990 

1000 


INS  1 " ; 

SC(L)=SC(L)+1 
T=25  5: POKEVO, 15: 


tNEXT 

IFL=lTHENL=2tGOTO1030 

L=l 

IFA=0THEN590 

CU=32:CC=0:NX=0:NC=0:O=1 

R=R+1 :IFR>RDTHEN1070 

PRINT" (HOME) (14    DO\JN}[ll 

INT"  (5  SPACES}" :GOTO590 

PRINT" [CLR] {7  DOWN){l7  SPACES)" 

PRINT" (3  DOWN} FINAL  SCORE' 

PRINT" (YEL} |11  Y|[GRN}" 

PRINTPL$(1) ;":  ";SC(1) 

PRINTPLS{2) ;":";SC(2) 

PRINT" (DOWN} FIREBUTTON  TO  PLAY 

(4  SPACES }AGAIN, (E)  TO  END"   trem  29 

P0KEDD,255:P=PEEK(P1)  trem  6 

1128  GET  XX$:IF  XX$="E"  THEN  END  trem  233 

1129  IF  -( (PAND32)=0)<>1  THEN  1125 

trem  195 
POKE198,0;RUN  trem  33 

DATA  7,4,7,4,5,4,7,4,7,4,5,4,5,12,5, 
4,5,4,7,4,7,4,5,4,7,4,7  trem  33 
DATA  2,3,4,7,5,9,10,19,13,25,11,21,1 
4,27,1,3,5,8,11,20  trem  33 

1160  DATA  14,26,2,1,6,9,5,7,12,21,15,27,1 


1010 
1020 
1030 
1040 
1050 
1060 

1070 

1080 
1090 
1100 
1110 
1120 

1125 


1130 
1140 

1150 


t  rem  76 

trem  44 

t  rem 

125 

trem 

206 

t  rem 

168 

trem 

233 

SPACES}' 

:PR 

:  rem 

181 

ACES  ]  " 

i  rem 

163 

"   t  rem 

179 

trem  52 

trem 

157 

t  rem 

160 

4,25,11,19,5,6  trem  113 

1170  DATA  14,24,13,22,1,7,1,9,2,8,3,7,4,6 

,14,23,15,24  trem  8 

1180  DATA  3,9,14,22,4,5,1,4,3,5,8,9,16,25 

,13, 19, 17,27,14,21  trem  57 

1190  DATA  7,9,2,5,17,26,14,20,1,5,3,6,7,8 

,18,27,15,21,17,25,14,19  trem  102 
1200  DATA  11,12,13,16,14,18,1,19,10,12,14 

, 17,2,20,3,19,1,21  trem  24 

1210  DATA  14,16,15,18,10,11,3,21,10,16,14 

(  15  t  rem  73 

1220  DATA  4,22,1,25,7,19,10,18,11,17,12,1 

6,13,15,2,26  trem  6 

1230  DATA  1,27,3,25,4,24,6,22,7,21,8,20,9 

, 19,12,18  trem  127 

1240  DATA  13*14,6,24,3,27,9,21,10,13,18,1 

7  12  14  7  25  trem  14 

12  50  DATA*  11 ',  14, 16, 18,  8,  26,  9,  25,  7,  27, 12,1 

5,10,14,16,17  trem  75 

1260  DATA  9,27,20,21,22,25,23,27,1,10,9,1 

4,7,13,3,11  trem  215 

1270  DATA  23,26,2,11,8,14,19,21,19,20,27, 

24,23,25  trem  82 

1280  DATA  12,3,9,15,7,14,1,11,19,25,23,24 

,4,13,6,14  trem  172 

1290  DATA  19,27,20,26,21,25,22,24,5,14,22 

,23,21,27  trem  130 

1300  DATA  6,15,4,14,23,21,26,27,19,22,7,1 

6,1,13,9,17  trem  226 

1310  DATA  3,14,20,23,25,27,8,17,2,14,19,2 

3,21,24,25,26  trem  64 

13  20  DATA  9,18,3,15,7,17,1,14     trem  132 

Shape  Match  For 
VIC  And  64 

VIC  users  must  hnivnt  U'usl  SK  memory  expansion. 
Sec  article  on  page  84. 

50  REM  **{11  SPACES} INITIALIZE  J  7  SPACES}* 
*  trem  227 

52  DIM  CL(20,40)  trem  19 

53  PRINT" {CLR} {BLU} " tSYS65517 tWI=PEEK( 781 
) :IFWI=22THENWI=0:POKE36879, 238:SS=2:P 
H=.5  trem  163 

54  IF  WI=0THENAA$="VIC":BB$="VIC"tGOTO60 

trem  91 

55  POKE53280, 1 :POKE53281, 15tSS=12 :WI=8tPH 
=1  t  rem  5 

57  AA$="64{DOWN) (22  LEFT) " :BB$-"64" 

trem  89 

60  IF  WI=0  THEN  CL(4, 18 )=1 :CL(4, 31 )=2 tCL( 

10, 18)=3:CL(10, 31)=4:GOTO80    trem  108 

63  FORA=6T012STEP6:FORB=17T033STEP16 tS=64 

6:P0KES,SS  trem  40 

70  T=T+ltCL(A,B)=TtNEXTB,A         trem  42 

80  PRINT" (6  DOWN]"; : PRINTTAB (Wl+5 ) "{BLKjS 

HAPE  MATCH"  trem  123 

190  GOSUB3000tREM  **[2  SPACES } INSTRUCTION 

S[3  SPACES}**  trem  88 

200  GOSUB10001REM  **  PRINT  BOARD  ** 

: rem  142 
210  F0RT=1 TO 1000: NEXT  trem  25 

300  RFM  ******************************* 

: rem  141 
302  REM  **(8  SPACES] SELECT  SHAPES 

{6  SPACES}**  trem  165 

305  REM  ******************************* 

trem  146 


180    COMPUTEI's  Gazelle    June  198-1 


306 
310 

320 
340 


345 
348 
349 
3  50 


355 
360 


365 
370 


375 
380 
383 
385 

500 
550 
600 

602 

604 

605 
610 


613 

615 
620 

625 
630 


640 
650 

660 
670 
673 
675 
680 
683 
685 
687 
700 

702 

704 

710 
715 
720 


K=RND(-TI) 
K=INT(RND(0)*4)+1 


j rem  32 
IFK=KKTHEN310 

:rem  33 
REM  :rem  121 

FORT=lTO3sGOSUB2000:BO?=SH?(T) :A=4+T: 
B= 18 : PRINT" { HOME } " : GOSUB1 1 70 : NEXT  T 

:rem  29 
GOSUB1180:REM  **{6  SPACES } DELAY 
(6  SPACES}**  srem  27 

IFWI=0THENFORT=1TO3  SGOSUB2100 : BO?=SH? 
(T) :A=4+T:B=32: PRINT" {HOME}"  : rem  157 
IFWI=0THENGOSUBU70:NEXTT:GOTO355 

: rem  145 
F0RT=1T03 : GOSUB2100 : BO$=SH$ (T ) ; A=4+T : 
B=28:PRINT" (HOME} " :GOSUB1170:NEXT  T 

: rem  32 
GOSUB1180  srem  231 

FORT=1TO3:GOSUB2200:BO$=SH$(T) :A=10+T 
:B=18: PRINT" (HOME) ":GOSUBl 170: NEXT  T 

: rem  78 
GOSUB1180 

F0RT=1T03 :GOSUB2300 : 
:B  =  28: PRINT" {HOME}"  i 


:  rem  232 
:BO$=SH$(T) sA=10+T 
:GOSUBl 170: NEXT  T 


: rem  SI 
GOSUB1180  : rem  233 

FORT-1T03  : rem  26 

ONKGOSUB2000, 2100,2200,2300  : rem  152 
BOS=SH?(T) :A=  8+T:B=3 : PRINT" {HOME } " :G 
OSUB1170:NEXT  T:KK=K  : rem  23 

REM  :rem  121 

REM  END  : rem  85 

REM  ******************************* 

: rem  144 
REM  **{10  SPACESJMOVE  CURSOR 
(6  SPACES}**  :rem  57 

REM  ******************************* 

: rem  148 
PRINT" [ HOME} "sC=l s FORNT=1TO10 : rem  159 
F0RT=1T015:B0?=CHR${63) ! IFT/2=INT{T/2 
)THEN  BOS=CHR$( 1 8 ) +CHR$ ( 63 ) +CHR$ ( 146 ) 

:rem  182 
IF  WI=0THEN  ON  C  GOTO  660,67  3,683,687 

: rem  132 
ONC  GOTO670,675,680,685  : rem  185 
GOSUB1170: PRINT" (HOME) " :F0RTT=1T0  75: 
{8  SPACES }NEXTTT:GOTO700  : rem  112 
NEXT  T  trem  48 

BO$=CHRS( 32) :GOSUB1170:PRINT" {HOME} " : 
{8  SPACES }FORTT  =  lTO  7  5  :NEXTTT :C=C  +  1 

: rem  163 
IFC>4THENC=1 
NEXTNT : GOTO 6 00 : REM  *  J 
(2  SPACES}** 
A=4 : B=18  s L=l ! GOTO620 
A=6sB=17:L=lsGOTO620 
A=10:B=18:L=2:GOTO620 
A=12sB=17 :L=2sGOTO620 
A=6jB=33 jL=3:GOTO620 
A=4:B=31 :L=3  5GOTO620 
A=12:B=33:L=4:GOTO620 
A=10:B=31 :L=4:GOTO620 


E2 


: rem  190 
SPACES] REPEAT 
: rem  1 2 
:  rem  111 
:  rem 
t  rem 
:  rem 
:  rem 
:  rem 
j  rem 


rem 


113 
161 
164 
114 
113 
165 
163 


REM  ******************************* 

: rem  145 
REM  **{5  SPACES} CHECK  FOR  RESPONSE 
{4  SPACES]**  :rem  217 

REM  ******************************* 

srem  149 
GETA$:IFA$=""THEN  625  : rem  88 

IF  A$="Q"THEN  PRINT" (CLR) ": END  : rem  7 
IFCL{A,B)=K  THEN800:REM  CORRECT 

srem  54 


740 
800 
802 
804 
810 
820 

825 
830 

835 
840 

850 

852 

854 

855 

860 


GOTO850:  REM  **{2  SPACES} WRONG 

(4  SPACES]**  :rem  196 

REM  ******************************* 

:  rem  146 
REM  **[9  SPACES} CORRECT  ANSWER 
(4  SPACES}**  :rem  8 

REM  ******************************* 

: rem  150 
BO$="{RVS} {WHTjYESl  THAT'S  RIGHT 1":A= 
18 :GOSUBl 174: PRINT" {HOME} "      : rem  8 
BO$="E5^{RVS}{BLK}  PRESS  ANY  KEY 
{WHT} [OFF}" :A=20:GOSUB1174:PRINT" 

: rem  190 


:rem  97 

:B=0 sGOSU 

: rem  21 

: rem  253 


{ HOME ] " 

GETA$ : IFA?=" "THEN825 

F0RA=1T023:B0?=" {40  SPACES]' 

B1170 

PRINT "{HOME]" :NEXT 

GOTO200:REM  **{2  SPACES } RE-PRINT  BOAR 

D{2  SPACES}**  :rem  230 

RYM    ******************************* 

: rem  151 
REM  **[11  SPACES)WRONG  ANSWER 
{4  SPACES]**  :rem  136 

REM  ******************************* 

:rem  155 
BO$=CHR$(32) :GOSUBl 170: PRINT "(HOME}" 

:rem  236 

BOS=" { RVS}g 53 {BLK} SORRY. . .TRY  AGAIN 
. . . {WHT} {OFF}": {7  SPACES }A= 18 :B=10: GO 
SUB1 174 : PRINT" f HOME} "  : rem  151 

86  5  FORW=l TO 1000: NEXT  : rem  44 

870  BO$="{22  SPACES}" ;A=18: {6  SPACES ]B=10 
:GOSIIBl  174. 'PRINT"  [HOME}"      :  rem  181 
875  C=C+1:IFC>4THENC=1  : rem  3  3 

880  GOTO  625  : rem  118 

999  REM(2  SPACES}************************ 
******  ,rem  123 

1000  PRINT" ( CLR ) (BLU)"  : rem  68 
1015  IFW1=0THENBOS="  {RVHJgn j»**»* £Rj**** 

*|eS3" ;A=3:B=15:GOSUB1170:PRINT"{HOME) 
":GOTO1030  :rem  76 

1020  A=3:B=15:BO$  =  "  {RVS}  It  Ail  *********|r  j  ** 
»«****«ffi^nFF)"-nnsiini  170:  PRINT"  {  HO 
ME}"  :rem  216 

1025  REM  :rem  172 

1030  F0PT=1T05:A=3+T:B=15         : rem  206 

1035  IF  WI=0THENUO$="  (RVS]-[0FF) 

[5  SPACES} {RVS}Z{ OFF) {5  SPACES ][ RVS } 
-EOFF}":GOSUB1170:PRINT"  [lIOME)":GOTO 
1045  :rem  43 

1040  BO$=" (RVS)B(OFF} {9  SPACES }[ RVS }B 

[OFF} {9  SPACES} { RVS ) B (OFF) " :GOSUB117 
0: PRINT "(HOME]"  : rem  206 

1045  NEXT  T  :rem  93 

1047  IFWI=0THENA=9:B=15:BO$="  (RVSlROJI  *** 
*-*t*****BWg{OFF)":GOSUB1170:  PRINT"  {H 
OME] ": GOTO 1060  : rem  21 

1050  A=9 :B=15:B0$="  [  RVS  }  EQil**  *******+*  *** 
jr****gWg  {OFF}  "  :GOSUB1170:  PRINT"  {HOME 
)"  :rem  10 

1060  F0RT=1T05:A=9+T:B=15  : rem  215 

1065  TFWI=0THENBO$="  [RVS)-{0FF) 

{5  SPACES) (RVS)-(OFEJTS  SPACES} (RVS) 
-{OFF}" :GOSUB1170 :PRINT" [HOME] " : GOTO 
1073  :rem  47 

1070  BOS="{RVS}B{0FF] [9  SPACES } [RVS}b 

[OFF] {9  SPACES} {RVS]B{OFF}":GOSUB117 
0 : PRINT" J  HOME}"  : rem  209 

1073  NEXTT  srem  94 

COMPUTEI's  Go70Ue    June  198-1     181 


1078    A=1S:B=15:IFWI=0THENBO?="     [RVsHzi** 
***gEi**.*.»*iXj  (OFF }":G0SUB1 170: PRINT" 
[HOME ]":GOT01 090  :retn   43 

1080    BO?=" (RVS l§Zj*****»»**gEg* ******** 
feXjj  {OFF}  "  :GOSUB1170:  PRINT"  {HOME} " 

:rem   223 

1090    BO$=T$:A=20:B=13:GOSUB1170:PRINT" 

{HOME)"  :rem    12 

1093    PRINTTAB(WI) "{2    SPACES)TYPE    {Q)    TO    Q 
UIT. {HOME}"  :rem    113 

1095    RETURN  : rem    175 

1100    REM    **************************+*** 

: rem    147 

1110  REM  **{11  SPACES}PRINT[10  SPACES}** 

: rem  220 

1111  RFM  *********************** ******* 

:rem  14R 

1170  FORI=lTOA: PRINT" (DOWN)"; :NEXT:PRINTT 

AB(B*PH) BOS: RETURN  s rem  221 

1174  F0RI=1T0A: PRINT" [DOWN}"; :NEXT:PRINTT 
AB{WI)B0$: RETURN  :rem  125 

1175  REM  : rem  178 
1180  FORX=1TO500: NEXT: RETURN  : rem  66 
2000  REM  :rem  166 
2015  SH$ {!)  =  "{ RED}  [ RVS ] §  3  UE"  : rem  2  24 
2020  SH${2)="  {RVS}[3  SPACES}"  :rem  153 
202  5  SH?{3)="  {RVS}(3  SPACES } [WHT] " :RETUR 

N  :rem  190 

2100  REM  :rem  167 

2115  SH$(1)="{PUR}  {RVSH  RIGHT}  (RIGHT)" 

: rem  115 
2120  SH$(2)  =  "{RVS} {3  SPACES}"  :  rem  154 
2125  SH$(3)="{RVS] [RIGHT}  ( RIGHT } (WHT} ": R 

ETURN  :  rem  249 

2200  REM  :rem  158 

2215  SH$(1}=" [BLK] (RVS) (3  RIGHT}£" 

:rem  46 
2220  SHS(2)="{RVS} (2  RIGHT )£  "   : rem  126 
2225  SHS{3)="(RVS} (RIGHT)£{2  SPACES} 

(WHT}": RETURN  : rem  134 

2300  REM  : rem  169 

2315  SH?(1)=" [BLUj { RVS } (2  RIGHT)£g*l 

[RIGHT}"  :rem  157 

2320  SHS{2)=" (RVS) [RIGHT}£(2  SPACES} 

|*3"  : rem  65 

2325  IFWI=8THENSH?( 3)=" {RVS}£{4  SPACES) 

g*3":RETURN  : rem  23 

2  330  SH$ ( 3 )="": RETURN  : rem  166 

3000  PRINT" {4  DOWN}" ; : PRINTTAB (WI ) " 

{2  SPACES} INSTRUCTIONS  (Y/N)  ?" 

:  rem  1 
3020  GETA$:IFA$=""THEN3020  : rem  173 
3030  IFA$="N"THEN3200  : rem  125 

3040  IFA$="Y"THENPRINT" {CLR) " :GOTO  3100 

:rem  95 
3050  GOTO3020  :  rem  198 

3100  PRINTTAB (WI) "IN  SHAPE  MATCH, THE  "AA$ 

;: PRINTTAB (WI) "WILL  PRINT  A  SHAPE  ON 

"  :rem  167 

3110  PRINTTAB (WI) "THE  LEFT  SIDE  OF  THE":P 

RINTTAR(WI ) "SCREEN.  THE  STUDENT" 

: rem  206 
3115  PRINTTAB{WI)"WILL  FIND  4  DIFFERENT": 

PRJNTTAB(WI) "SHAPES  ON  THE  RIGHT" 

: rem  26 
3120  PRINTTAB (WI) "SIDE  OF  THE  SCREEN,": PR 

INTTAB(WI) "ONE  OF  WHICH  WILL" 

: rem  219 
3130  PRINTTAB(WI) "MATCH  THE  SHAPE  ON":PRI 

NTTAB(WI) "THE  LEFT."  : rem  201 

3140  PRINTTAB (WI) "WHEN  THE  { RVS } 7 {OFF)  IS 
182  COMPUTED  Gazette    June  1984 


":PRINTTAB(WI)"NEXT  TO  THE  SHAPE  HE" 

: rem  135 
3150  PRINTTAB(WI)*'0R  SHE  THINKS  IS"; PRINT 

TAB(WI) "CORRECT,  THE  STUDENT" 

: rem  105 

3155  PRINTTAB(WI) "SHOULD    PRESS    ANY    KEY." 

: rem    194 

3156  PRINTTAB(WI) "THE  "fBB$;"  WILL  EVALUA 
TE"  :rem  58 

3160  PRINTTAB{WI)"THE  ANSWER  AND  LET":PRI 
NTTAB(WI) "THE  STUDENT  KNOW  HOW" 

: rem  212 
3165  PRINTTAB(WI)"HE  DID.  TYPE  [RVS}Q 

{OFF}  TO": PRINTTAB (WI) "END  THE  PROGR 

AM. {DOWN}"  : rem  176 

3190  PRINTTAB(WI) "PRESS  ANY  KEY  TO  PLAY"; 

: rem  216 

3195  GETAS:IFA$=""THEN3195        : rem  199 

3196  PRINT"{CLR} {WHT ) "CHR$ { 142 )    :rem  37 
3200  RETURN  : rem  165 

The  Frantic 
Fisherman 

See  special  instruction*  in  article  on  page  58. 


BEFORE  TYPING... 

Before  typing  in  programs,  please  refer  to  "How 
To  Type  COMFUTEl's  Gazette  Programs,"  "A 
Beginner's  Guide  To  Typing  In  Programs,"  and 
"The  Automatic  Proofreader"  that  appear  before 
the  Program  Listings. 


Program  1: 

The  Frantic  Fisherman — Redefined 
Characters,  VIC  Version 

1  PRINT" [CLR} {3  DOWN} (2  SPACES } FRANTIC 

{2  SPACES JFISHERMAN"  : rem  108 

2  PRINT"(4  DOWN}  LOADING  CHARACTERS.." 

:rem  129 
10  FORT=7168T07 168+62*8-1 :READA: POKET, A :N 
EXT  :rem  181 

20  DATA14.62, 254,62, 14, 2,6,6  :rem  131 
30  DATA14,14,14,22,22,22,54,54  :rem  222 
40  DATA1 18, 118, 246, 2 54, 246, 246, 246, 246 

:rem  141 
50  DATA0, 0,0, 1,1,3,7,7  :rem  70 

60  DATA246.246, 246,254, 246,246, 246,246 

:rem  147 
70  DATA15, 31, 63, 127, 255, 25  5, 25 5, 255 

trem  242 
80  DATA0,0,0,0,0,3,7,31  : rem  116 

90  DATA246, 246,6,254,254,6, 6, 15  :rem  45 
100  DATA255, 255, 8, 255,255, 0,0,0  :rem  23 
110  DATA127, 127,64,255,255,0,0,0  : rem  70 
120  DATA255,255,127,127,63,31,15,7 

: rem  183 
130  DATA170,255,85,0,255,85,0,170:rem  132 
140  DATA2  55,255,2  54,,2  54,252,248,240,224 

:rem  182 

150  DATA6, 12,24,240,192,0,0,0  : rem  165 
160  DATA0, 0,0, 192,240,24,12,6  : rem  166 
170  DATA96,48,24,15,3,0,0,0  :rem  80 
180  DATA0,0,0, 3, 15, 24,48,96  :rem  81 
190  DATA40,40,170,60,28,252, 12,60:rem  122 
200  DATA12,40,40,248, 248,40, 20, 40 : rem  113 
210  DATA40r40, 170,60, 52,63,48,60   : rem  73 


srem  162 

180 

srem  224 

srem  152 

:rem  11 

190 

:rem  30 

:rem  133 

200 

:rem  126 

210 

srem  124 

220 

srem  64 

srem  13  3 

230 

55,255 

240 

220  DATA48,40,40,47,47,40,20,40    : rem  22 
230  DATA32,48, 190, 187,252,2  55,190,128 

srem  88 
240  DATA4,12,12S,221,63,255,125,lsrem  118 
250  DATA0,0,0,0,0,0,7,195  :rem  219 
260  DATA0, 0,0, 0,1, 13,109, 255  : rem  113 
270  DATA0, 0,0,0, 128, 224,248, 248  : rem  22 
280  DATA0, 0,0,0, 1,15, 15,15  : rem  11 
290  DATA7,  3, 15 , 63, 255 , 255 , 255, 255 :rem  146 
300  DATA1 99, 25 5, 2 55, 255, 255, 255, 255, 255 

srem  200 
310  DATA25 5, 2 55, 255, 2 55, 255, 255, 255, 255 

srem  194 
320  DATA0, 19  2, 240,240, 224, 248, 2  52,248 

j  reiTi  "72 
330  DATA255, 7, 31, 127,3,24,31,31  : rem  22 
340  DATA0, 0,0, 0,0, 0,0,0  :rem  101 

350  DATA255,255,2  55, 255, 255, 127,2  55,255,0 
,0,0,0,0,0,0,0  :rem  164 

360  DATA255,255,255,255, 252,255,255, 224 

srem  192 
370  DATA255,192,240,252,0,0,128,0srem  122 
380  DATA0, 0,63, 0,0, 0,0,0 
390  DATA3,3,193,1,1,1,0,0 
400  DATA0,0,0,0,0,3,12,0 
410  DATA0, 0,0, 48, 192,0,0,0 
420  DATA127,127,63,63,31,15,7,3 
430  DATA1,2,4,8, 16,  32,64,128 
440  DATA0,0,0,0,4,4,8,8 
450  DATA255,127,31,7,0,0,0,4 
460  DATA16, 16, 32, 32,0, 0,0,0 
470  DATA4,4,4,4,4,4,4,0 
47  5  DATA25 5, 199, 189, 207,245,143,255,255 

:rem  211 
480  DATA2S 5, 129, 145, 169, 169, 169, 145, 255 

:rem  210 
490  DATA2 55, 129, 145, 177, 145, 145, 185,  255 

:rera  202 
500  DATA2  55, 129, 153,165,137,145,189,25  5 

: rem  195 
510  DATA2 5 5, 129, 185, 137, 153, 137, 185,  25 5 

:rem  195 
520  DATA25  5, 129, 153, 169,189,137,137,255 

srem  202 
530  DATA2S5, 129, 189, 161, IBS, 133, 185,  255 

:rem  199 
540  DATA2  55, 129, 157, 161, 185, 165, 153,2  55 

:rem  195 
5  50  DATA2 55, 129, 189, 13 3, 137, 145, 145,  2 55 

:rem  196 
560  DATA255,129,153,165, 153, 165,153,255 

:rem  192 
570  DATA255, 129,153,165,157,133, 185,255 

srem  197 
580  DATA20, 58,28, 119,8,54,8, 54  :rem  1 
590  DATA8,8, 28, 20,58,62,62,28  srem  207 
600  DATA28,62,127,73,8,8,40,16  irem  245 
610  DATA16,2, 32, 136,80,42, 116,56  ;rem  78 
620  REM  LOWER  MEMORY  512  BYTES  srem  253 
630  POKE52 , PEEK ( 52 ) -2 : POKE56 , PEEK ( 56 ) -2 

srem   215 

Program  2: 

The  Frantic  Fisherman — Main  Program, 
VIC  Version 

10  CLS=" [WHT}WXY{5  LEFT) [DOWN} Z [££3 t 

J  5  LEFT)  {DOWN}  ■«  1  #$"  :  rem  213 

20  DEF  FNRN(X)=INT(RND{1)*X)      :rem  111 
30  V=36878:NO=V-lsS=V-2:S2=V-3:S3=V-4sCO= 
307  20sEG=2000:TT=22:T6=256sZ=32sDE=29 

srem  63 


130 


140 
150 


160 


170 


40  GOTO7000  srem  100 

100  GL=3:SC=.  srem  207 

105  EG=2000  srem  33 

110  POKE36869,255  srem  153 

120  PRINT"  {CLR}  (11  RIGHT}  (18  DOWN){GRN}(3 
{LEFT}  {DOWN}  [WiIT)A{2  LEFT}  {DOWNjCB 
{3  LEFT }{ DOWN } FED ( 3  LEFT } {DOWN} IHG 
[4  LEFT) [DOWN} {RED} JKKKL":     srem  84 
POKE646, 10sPRINT" {4  LEFT }KKK" s PRINT" 
£CYN}  33333333  33  33333333333UEFT} 
[INST} 3 [HOME) [3  DOWN) " s POKEV, 15+16*9 

srem  181 
POKE36879,238  srem  158 

PRINT" [HOME} [6  DOWN} [2  RIGHT }"CL?" 
{7  UP} (4  RIGHT) "CL?" {3  DOWN} {3  RIGHT) 
"CL$;  srem  23  5 

PRINT"{YEL}{8  UP}%&]3(4  LEFT} [DOWN} ' ( 
)3(3  LEFT) [DOWN} *+, (2  LEFT } {DOWN}-. " 

: rem  252 
PRINT" [ HOME } { ELK } / "SC; s P0KE646 , 8 : PRIN 
T"[HOME) {DOWN}"; sIF  GL> 1THENF0RT=1T0G 
L-lsPRINT"S"; iNEXT  s rem  44 

L0=81 28  s  POKELO+CO , 10 : POKELO ,18  s  POKELO 
-TT ,17s  POKELO-TT+CO, 1 0  s  POKELO- 1 , 1 5 

srem  17  5 
POKELO-1  +  CO,  . : CL=LO-ls POKES  13 2+CO, 10  s 
POKES 110+CO, 10  s  POKES 13 3+CO, .  srem  37 
TY=FNRN(2)+1:ONTYGOTO210,300  srem  158 
X=FNRN(2)+lsONXGOTO220,230  srem  248 
BC=8142 :EC=8149sSP=l :DD=21 :GOTO240 

: rem  176 
BC=8163sEC=8155sSP=-l:DD=22  srem  214 
FORDL=BGTOECSTEPSP  s  POKEDL , DD : POKEDL+C 
0/ ■  s  rem  150 

GOSUB1000:POKEDL,ZsNEXT: IFSD<  >196THEN 
3000  srem  60 

SD=.:GOTO200  srem  159 

NU= . s Y=59  s C=6  s  X=FNRN ( 2 ) +1 :0NXG0T03 1 0 , 
320  srem  110 

B=7776sE=6084:GOTO330         srem  135 
B=7758sE=8088  srem  131 

FORDL=BTOESTEPTT : POKEDL+CO , C  s  POKEDL , Y 
SGOSUB1000  srem  118 

POKEDL, Zs NEXT:  I  FSPOT6THEN3000 

: rem  183 


250 

260 
300 

310 
320 
330 

340 


350  S 
1000 

1010 
1020 
1030 
1040 
1500 

1510 


P=.iGOTO200  srem  171 

CK=PEEK(197) sIFCK=64THENFORR=0TODE:N 


EXTsRETUKN  srem  53 

IFCK=29ANDLO=8132THEN1500  srem  245 
IFCK=37ANDLO=8128THEN1750  : rem  1 
IFCK=ZTHENONTYGQTO2000,3  500  srem  224 
RETURN  srem  165 

POKELO , Z  s  POKELO-TT, Z  s  POKECL , Z : LO=812 
B:CL=L0-1  srem  215 

POKELO, 18 s POKELO-TT, 1 7 s POKECL, 1 5 sFOR 
SD=130TO150STEP2:POKES2,SD; NEXT: POKE 
S2, •  : rem  191 

1520  RETURN  srem  168 

17  50  POKELO , Z  s  POKELO-TT , Z  s  POKECL , Z  s  L0=8 1 3 
2sCL=L0+l  srem  215 

1760  POKELO, 20s POKELO-TT, 19: POKECL, 13 

srem  29 

1770  FORSD=150TO130STEP-2:POKES2,SD:NEXTs 
POKES2, .: RETURN  srem  126 

2000  POKECL, PEEK(CL)+1 i FORSD=250TO200STEP 
-10  s  POKENO, SD: NEXT : I FPEEK ( CL+TT ) =DDT 
HEN2100  srem  50 

2010  POKECL, PEEK(CL)-1: POKENO, . s RETURN 

srem  138 

2100  SC=SC+75 SPRINT" [HOME} { BLK) /"SCsGOSUB 
4000  srem  180 


COMPUTE  I 's  Gazette    J  u  no  1 984     183 


2110  POKEDL, 58 :FORSD=254T0198STEP-2 : POKED 
L+CO,FNRN(8) :  POKENO, SD:NEXT  s rem  109 
POKENO, . :GOTO2010  : rem  33 

GL=GL-1:FORT=130TO254STEP2:POKES,T:P 
OKENO,T:POKEV,15+FNRN(16)*16:NEXT 

:rem  170 
POKELO-TT, 218:FORT=15TO0STEP-,2:POKE 
S, . : POKENO, 160 :POKEV,T+FNRN( 16)* 16 :N 


2120 
3000 


3010 


3020 
3030 
3500 
3510 


3520 
3530 
3600 

3610 

3620 
4000 


4010 
4020 


EXT 

IFGL=.THEN7000 

POKENO, . :GOTO120 

IFNU>2THENRETURN 

NU=NU+1 : POKELO-44 ,  60 

FORSD=150TO180STEP10 

POKES 2, . 

IFPEEK{LO-66)=59THEN3600 

POKE (LO-44),Z: RETURN 


: rem  29 

:  rem  72 

: rem  242 

: rem  121 

POKELO-44+CO,4: 

POKES 2, SD: NEXT: 

! rem  95 

: rem  166 

:rem  27 


SC=SC+50 : PRINT " {HOME } [ BLK } / "SC : GOSUB 
4000:POKELO-66,61  :rem  227 

FORSP=200TO2  54STEP2:POKES,SP:NEXT:PO 
KES, .  :rem  233 

POKELO-66,Z: RETURN  : rem  206 

IFSC>=EGTHENGL=GL+1 :DE=DE-4 :EG=EG+20 
00:POKE7700+GL,19:POKE7700+CO+GL,8:G 
OTO4020  :rem  30 

RETURN  :rem  165 

FORT=130TO230STEP10:FORR=T+10TOTSTEP 
-1 : POKES, T:NEXTR,T: POKES, . : RETURN 

j rem  127 
POKE36869,240:PRINTCHRS(8) :IFSC>HSTH 
ENHS=SC  :rem  238 

POKE36879,8 :P0KE646, 10:PRINT" [CLR} 
[3  SPACES]  |A3;*_*JSs!":PRINT"  {3  SPACES) 
-EA^*iX^"  :rem  147 

PRINT"  (3  SPACES  }-Ez3£Fj*ER3*ER:j**£R3 
**12    R3*^S^{6  SPACES )-gAliw¥§Aifwi 
|Dl-|AiISllQlSSl|AiEWf-gA3|Xi 

(6  SPACES }-~--~ (SHIFT-SPACE) 

gz|Es3"  :rem   2 

PRINT  "EA3**  +  Ex3!soJiw3Ez  3^2  E^X3EZ3 
gX38z3gxgIzl"gE^*^X3":PRINT"-BA3*Exa 
{SPACE] — "  "    =rem    11 

PRINT"-?z3g2    Ri*|WlfZ3*lRa*lR3*|R8** 

§r3*Er1T*j*js;]  zgAigwl-*Iw3iAlfsIzlvl-' 

EA!?W3[2  SPACES }zgD3rFAigS3-"= rem  60 
PRINT" EQg *----* gWl-----  ----  EZ3 

g  xEl  z  3lEf*  g  EMxTfz  i  g  E"PlEf  %  xflzi 
15  EigXilZaiXa"  :rem  22 

PRINT" {DOWN ] [RED] (2  SPACES) LAST  SCOR 
E: "SC: PRINT "[DOWN] (GRN) (2  SPACES ]HIG 
H  SCORE:"HS  : rem  246 

PRINT" {PUR) [DOWN] {2  SPACES] HIT  A  KEY 

TO  PLAY"  : rem  52 

PR1NT"ERVS] {WHT} {7  SPACES) CONTROLS 
{7  SPACES) {OFF) [PUR] (4  SPACES ]< -LEFT 
" j PRINT" {GRN } {4  SPACES  J >-RIGHT" 

:rem  255 
PRINT" [RVS ] (BLU) SPACE {OFF ] -CLUB  OR  U 
MBRELLA" : POKENO, .  : rem  120 

POKE36878, {FNRN( 14) +2 ) *16 :IFPEEK( 197 

)=64THEN7100  : rem  218 

GOTO100  trem  147 


7000 
7010 

7020 

7030 

7040 

7050 

7060 

7070 
7080 

7090 
7100 
7110 

Program  3: 

The  Frantic  Fisherman — 64  Version 

4  POKE56,60:CLR  :rem  123 

5  GOSUB  8000  :rem  125 
10  POKE  53280, 0:POKE  53281,0  :rem  182 
20  PRINT  "{CLR] (n) 653 [DOWN)  |A| ********* 

gS3(3  SPACESjPRESS  ANY  KEY  TO 


BEGIN" 
: rem  129 


30  PRINT  "  -(9  SPACES}-"  :  rem  238 

40  PRINT  "{SHIFT-SPACET-U  SPACES }  gAg**** 

^*_iX|[5  SPACES  }HIGH  SCORE:  ";HS  :  rem  75 
50  PRINT  "[SHIFT-SPACE) -{2  SPACES } gzj**** 

^**gS3{5  SPACESjYOUR  SCORE: "rSC:rem  100 
60  PRINT  "{SHIFT-SPACE  1^(9  SPACES}-" 

:rem  145 
70  PRINT  "{SHIFT-SPACE]-{2  SPACES } Ea|**** 

**+**** *ERj**»**ERg*****ERg*ER|****ESg 

"  : rem  54 

80  PRINT  "[SHIFT-SPACE}-{2  SPACES  3  - 

{6  SPACES) -{5  SPACEST^{5  SPACEST- 

{5  SPACES}-  -{4  SPACES}-"      : rem  193 
90  PRINT  "{ SHIFT-SPACE }z{ 2  SPACES]-  gA3** 

**|wg[2  SPACES  JguH  2  SPACES]-  EAi*gsT~ 

TsFACE3goj*gs3   gA3*£w3  -  gAJ!*j*jx3" 

: rem  176 

100  PRINT  "[SHIFT-SPACE}-{2  SPACES ]-  - 

{4    SPACES}-    [cA^gS^    "ZZZZZZZ 

gZ^gSi"  :rem  87 

110  PRINT  "  z[2  SPACES ] -  -[4  SPACES}-  -  - 

-------  -[4  SPACES)-"   :rem  86 

120  PRINT  MlAl'iE3**TEa*EE3***iS^Z3*Ex3 

gz3*gE3*gx3  gzT*gxT  izFJxi  EzFgE|** 

**_£X%"  :rem  73 

130  PRINT  "-{9  SPACES  J-  USE  SPACE  TO  RAIS 

E  UMBRELLA"  : rem  227 

140  PRINT  "z{2  SPACES } gAg ****** gXg 

{6  SPACESjOR  FEND  OFF  SHARK"   : rem  66 
150  PRINT  "-(2  SPACES  3  gZg******gSg 

[3  SPACES JUSE  <  AND  >    TO  MOVE  FROM" 

: rem  231 
160  PRINT  "-{9  SPACES )z[ 9  SPACES} LEFT  TO 

{SPACEjRIGHT"  :rem  110 

170  PRINT  "-{2  SPACES }gA3*gRj****+*gS3 

|Ag*ERg****ER3****6Rg****EKg***"ER3*** 

gS3" ;  :rem  4 

180  PRINT  "-{2  SPACES}-  -  gAJf**|Wi  -  -  - 

{SPACE)Ia3_^*_Iw3{4  SPACES}^T4  SPACESj- 
gOi  -[3  SPACES  3 -"r  :rem  198 

190  PRINT  "-{2  SPACES}-  -  gZ^gWE  gZ3* 

gx3  -  gz3_£s|z  £Ar*j^Jw3  --  -gA^&sI- 

|AlzTsEz";  :rem  140 

200  PRINT  "-{2  SPACES)-  gOJ^gS^  -  gA|_*_ 

gS3  -  gAg*gX§z  z{2  SPACES}-  —  zz_  zzz 
— ";  :rem  146 

210  PlTTNT  "-{2  SPACES}-  gGj**gXE  -  -  -  - 

[  SPACE  JfZ^gWl  -{"2"  SPACES)-  ~   ZZ   " 

-    —  " j  :rem  20 

220  PRINT  "gZg**gEa*EE3****jEg*EXg  gZ3* 

EEg****EEg*ExH2  spaces ]gzIzE 2  e3_Ie| 
EX^T^TiE^fxi    gZggXi";  ~~   :rem   235 

230   GETAS:IFA$=""THEN230  : rem   77 

240  POKE53281,14:POKE53280,6       : rem  38 

245  PRINT" [CLR] "CHR? ( 142 ) " {BLK ) SCORE : 

{19  SPACES } FISHERMEN : "         : rem  77 

250  PRINT" [2  DOWN) (WHT) {13  SPACES]gD| 

[RVS] {4  SPACES) {OFF) £F%"  : rem  154 

260  PRINT" {12  SPACES )ECE (RVS) [9  SPACES} 
[OFF}£3  Il|F§t5  SPACES ] |Di{ RVS ) 
[2  SPACES) {OFF} 6F^"  : rem  117 

270  PRINT" [4  SPACES  3 ED^{ RVS) {4  SPACES) 

[OFF3EF3J3  SPACES  }gC=i[RVS} {13  SPACES) 
[OPF)Ev3[2  SPACES }ID3[ RVS 3 {7  SPACES  3 
(OFPjiFi"  :rem  158 

280  PRINT" [2  SPACES] EDH RVS} {7  SPACES} 

{OFF}BfH5  SPACES]  EC3  [RVS]  (8  SPACES) 
{OFF)iV3[3  SPACES] id [ RVS } (7  SPACES) 
{OFFjivi"  :rem  178 

290  PRINT"  Ecg{RVS){l2  SPACES } {OFF } gV| 

{4  SPACES] i|C:j[ RVS) [4  SPACES ) [OFF } gV| 


1 84     COMPUTE!'!  Gazette    June  1 984 


{7  SPACES }EC|[ RVS } f 3  SPACES  J {OFF ) EVf"    1017 

:rem  198 
300  PRINT" [5  SPACES HcSfRVS} (7  SPACES}       1018 
fOFF}§v3"  trem  130 

310  PRINT"[7  SPACES}gc3{RVS)^3  I§[OFF}"      1019 

: rem  171 

311  PRINT" {5  DOWN} {22  SPACES }[ RVS }£ {OFF}     1020 
|W3"  irem  187 

312  PRINT"{21  SPACES} {RVS]£  {OFFjgW^"        1021 

trem  103 

313  PRINT"[20  SPACES } {RVS }£{ 2  SPACES}        1022 
{OFFjiWi"  srem  104 

314  PRINT" {19  SPACES }{ RVS }£{ 3  SPACES}        1023 
{OFFJEW3"  :rem  105 

315  PRINT"{18  SPACES }{RVS}£{4  SPACES}       1024 
(OFFlfjwiT  srem  106 

316  PRINT"[17  SPACES} { RVS )£ (5  SPACES}        1025 
[OFFjgwS"  irem  107 

317  PRINT" (16  SPACES } {RVS }£{ 6  SPACES}        1026 
(OFF}iW3"  :rem  108 

318  PRINT" {16  SPACES}gZl§6  El§W|"*rem  243   1027 

319  PRINT"{14  SPACES}i2|§*3{RVS] 

{10  SPACES} [OFF }£"  : rem  47     1028 

320  PRINT" {RVS) {BLUJJ39  SPACES } [OFF }{ BLK} 

";  :rem  244   1029 

330  POKE2023,160tPOKE2023+54272,6  :rem  16 
340  SYS49152  :rem  155   1030 

350  PRINT" {HOME } [BLK} {12  DOWN} {12  RIGHT} P 

RESS  RETURN  KEY"  : rem  138   1031 

360  GETA$tIFA$<>CHRS(13)THEN360     :rem  4 
370  S1=PEEK(829) :S2=PEEK{ 830) :S3=PEEK{831   1032 

)  trem  144 

380  SC=INT(S1/16)*10+(S1AND15)+INT(S2/16)   i033 

*1000+(S2AND15)*100  srem  234 

390  SC=SC+INT(S3/16}*100000+(S3AND1S)*100   1034 

00  : rem  41 

400  IF  SOHS  THEN  HS=SC  srem  47   103S 

410  GOTO10  srem  47 

1000  DATA192, 000, 000, 224, 000, 000, 112, 000    1036 

srem  167 

1001  DATA000, 056, 000, 000, 028, 000, 000, 014    1037 

srem  170 

1002  DATA000, 000, 007, 000, 000, 003, 128,000    1038 

:rem  166 

1003  DATA001, 128, 000, 000, 000, 000, 000, 000    1039 

srem  158 

1004  DATA000, 000,000,000, 000, 000, 000, 000     1040 

srem  147 

1005  DATA000, 000, 000, 000, 000, 000, 000, 000    1041 

: rem  148 

1006  DATA000, 000, 000, 000, 000, 000, 000, 000    1042 

srem  149 

1007  DATA000, 000, 000, 000, 000, 000, 000, 000    1043 

srem  150 

1008  DATA001, 128,000,003, 128,000,007,000    1044 

srem  184 

1009  DATA000, 014,000, 000, 028, 000,000,056    1045 

srem  178 

1010  DATA000, 000, 112, 000, 000, 224, 000, 000    1046 

trem  156 

1011  DATA192, 000,000,000, 000, 000,000, 000     1047 

:rera  157 

1012  DATA000, 000, 000, 000, 000, 000, 000, 000     1048 

srem  146 

1013  DATA000, 000, 000, 000, 000, 000, 000, 000     1049 

srem  147 

1014  DATA000, 000, 000, 000, 000, 000, 000, 000    1050 

srem  148 

1015  DATA000, 000, 000, 000,000,  000, 000,  053    1051 

srem  157 

1016  DATA007, 000, 000, 063, 224, 000, 255, 248    1052 

srem  200 


DATA000, 002, 000, 000, 002, 000,  000,  002 

: rem  157 
DATA000 , 000 , 002 , 000 , 000 , 002 , 000 , 000 

:rem  156 
DAT A00 2, 000, 000, 01 8, 000, 000, 01 2, 000 

s  rem  167 
DATA000,000,000,000,000,000I000,000 

; rem  145 
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000 

srem  146 
DATA000 , 000 , 000, 000 , 000 , 000 , 000 , 000 

srem  147 
DATA000,000,000,000,000,000, 000,000 

srem  148 
DATA016, 000, 000, 056, 000, 000, 124,000 

srem  174 
DATA000,2  54,000,000, 158,000,000,  206 

:rem  183 
DATA000, 000, 124, 000, 000, 000, 000, 000 

srem  158 
DATA000, 000, 000, 000, 000, 000, 000, 000 

srem  152 
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000 

srem  153 
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 ,  000 

: rem  154 
DATA000,000,000,000,000,000,000,000 

: rem  146 
DATA000, 000, 000, 000, 000, 000, 000, 000 

srem  147 
DATA000, 000, 000, 000,000,  000, 000,  000 

srem  148 

DATA000 , 000 , 000 , 000 , 000 , 000 , 000  ,  000 

srem  149 
DATA004, 000, 000, 012, 000, 000, 028, 000 

srem  167 
DATA000,060,001,007,255,195,014, 127 

srem  207 
DATA25 5, 031, 255, 255, 127, 25 5, 2 55, 056 

:rem  237 
DATA1 27, 2 55, 003, 2 55, 195, 000, 000,  001 

trem  206 
DATA000,000,000,000,000,000,000,000 

srem  154 
DATA000, 000,000, 000, 000, 000, 000, 183 

trem  167 
DATA000, 000,000,000, 000, 000,  000,000 

srem  147 
DATA000, 000, 000, 000, 000, 000, 000, 000 

trem  148 
DATA032, 000, 000, 048, 000, 000, 056, 000 

trem  177 
DATA128,060,000, 195, 2  5  5,  224, 255,254 

trem  225 
DATA1 12, 255, 2 55, 248, 2 5 5, 255, 254, 255 

trem  240 
DATA254,028,195,25  5, 192,128,000,000 

srem  223 
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000 

srem  153 
DATA000, 000, 000, 000, 000, 000, 000, 183 

srem  166 
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000 

: rem  155 
DATA000, 000, 2  5  5,000,000,25  5,000,003 

trem  183 
DATA25 5, 192,000,085,000,000,089,000 

srem  202 
DATA000, 085, 064, 000, 090, 000, 000, 085 

trem  194 
DATA000,0fc}0, 2  5  5,000,003, 2  55,192,003 

:rem    192 
COMPUTE!'*  Gazelle    June  1964    185 


105  3  DATA245, 080, 003, 25 5, 192,003,25  5, 192 

srem  224 

1054  DATA003, 2  55, 192,000, 000, 000,000, 000 

:rem  179 

105  5  DATA000, 000, 000, 000, 000, 000,000, 000 

:rem  153 

1056  DATA000, 000, 000, 000, 000, 000, 000, 000 

srem  154 

1057  DATA000,000, 2  55,000,000, 25  5,000,003 

srem  182 

1058  DATA2 55, 192, 000, 085, 000, 000, 10 1,000 

:rem  195 

1059  DAT A00 1,08 5, 000,  000, 165,000,000,085 

:rem  196 

1060  DATA000, 000, 2 5 5, 000, 003 ,2 55, 19  2,005 

srem  193 

1061  DATA095, 192,003,2  55,192,003,2  5  5,192 

srem  230 

1062  DATA003, 2  55, 192, 000,000, 000, 000,  000 

:rem  178 

1063  DATA000, 000, 000, 000, 000, 000,  000,  000 

: rem  1 52 

1064  DATA  256  srem  130 
8000  PRINT"  (nHcLRH  12  DOWN}  (  RIGHT  }LOADIN 

G  SPRITES  AND  MACHINE  LANGUAGE17 

s rem  87 
8010  PRINT"! 10  RIGHT} {4  DOWN} PLEASE  BE  PA 
TIENT. . .  "  :rem  96 

9000  1=248*64  srem  129 

9010  READ  AsIF  A=256  THEN  9100      srem  4 
9020  POKE  I,A;I=I+lsCK=CK+A:GOTO  9010 

:rem  81 
9100  IF  CK<>19128  THEN  PRINT"ERROR  IN  DAT 


A  (LINES  1000-1064) "sSTOP 


:rem  38 
rem  17  7 
:rem  84 


10000  I=49152:CK=0 

10010  READ  A; IF  A=256  THEN  10100 

10020  POKE  I,A:I=I+l:CK=CK+A:GOTO  10010 

: rem  161 
10100  IF  CK<>139243  THEN  PRINT"ERROR  IN  D 
ATA  (LINES  49152-50346)"sSTOP 

: rem  250 
10200  RETURN  :rem  211 

49152  DATA  169,3,141,64,3,169  : rem  161 
49158  DATA  7,141,21,208,169,217  : rem  5 
49164  DATA  141,1,208,169,1,141  srem  198 
49170  DATA  28,208,169,10,141,37  srem  0 
49176  DATA  208,169,7,141,38,208  srem  13 
49182  DATA  169,0,141,39,208,32  srem  207 
49188  DATA  60,193,169,25,141,60  srem  10 
49194  DATA  3,169,250,141,250,7  srem  207 
49200  DATA  169,209,141,5,208,169  srem  53 
49206  DATA  2,141,41,208,169,44  srem  202 
49212  DATA  32,238,193,32,156,195  srem  55 
49218  DATA  169,0,141,61,3,141  srem  148 
49224  DATA  62,3,141,63,3,32  srem  45 
49230  DATA  174, 195 , 32 , 141 , 196, 169 s rem  110 
49236  DATA  32,141,71,3,169,0  srem  100 
49242  DATA  141,72,3,173,60,3  :rem  97 
49248  DATA  141,67,3,32,4,196  srem  112 
49254  DATA  32,238,193,206,67,3  srem  213 
49260  DATA  208,245,141,4,212,32  srem  244 
49266  DATA  150,192,173,64,3,201  .-rem  254 
49272  DATA  0,208,226,169,0,133  srem  201 
49278  DATA  198,169,0,141,21,208  trem  9 
49284  DATA  169,0,141,4,212,169  srem  208 
49290  DATA  0,162,0,157,0,208  srem  94 
49296  DATA  232,224,17,208,248,96  srem  66 
49302  DATA  173,30,208,141,69,3  srem  200 
49308  DATA  173,65,3,201,1,240  srem  145 
49314  DATA  87,173,66,3,201,0  srem  103 
49320  DATA  240,46,173,69,3,41     trem  154 


49326  DATA  6, 201 , 6 , 20B, 11 , 169  srem  153 

49332  DATA  117,32,31,195,32,179  srem  2 

49338  DATA  194,76,46,193,173,2  srem  224 

49344  DATA  208,201,225,208,3,76  srem  254 

49350  DATA  37,193,206,2,208,173  srem  1 

49356  DATA  2,208,201,255,208,5  srem  203 

49362  DATA  169,0,141,16,208,96  srem  212 

49  368  DATA  173,2,208,201,115,144  srem  46 

49374  DATA  3,76,37,193,173,69  srem  178 

49380  DATA  3,41,6,201,6,208  srem  47 

49386  DATA  11,169,117,32,31,195  irem  7 

49392  DATA  32,179,194,76,46,193  srem  25 

49398  DATA  238,2,208,96,173,3  srem  173 

49404  DATA  208,201,227,144,3,76  srem  252 

49410  DATA  37,193,173,69,3,41  srem  161 

49416  DATA  6,201,6,208,11,169  srem  153 

49422  DATA  80,32,31,195,32,202  trem  196 

49428  DATA  194,76,46,193,173,69  srem  29 

49434  DATA  3,41,3,201,3,240  srem  37 

49440  DATA  4,238,3,208,96,32  srem  109 

49446  DATA  151,194,206,64,3,32  srem  208 

49452  DATA  156,195,162,30,32,106  srem  49 
49458  DATA  195,202,208,250,165,162 

srem  157 

49464  DATA  201,192,144,38,169,0  srem  4 

49470  DATA  141,2,208,169,229,141  srem  51 

49476  DATA  3,208,169,253,141,249  srem  64 

49482  DATA  7,169,0,141,40,208  srem  156 

49488  DATA  141,16,208,141,65,3  srem  210 

49494  DATA  141,66,3,169,0,141  srem  159 

49500  DATA  27,208,173,30,208,96  srem  2 

49506  DATA  201,128,144,44,169,80  srem  53 

49512  DATA  141,2,208,169,229,141  srem  48 

49518  DATA  3,208,169,252,141,249  srem  60 

49524  DATA  7,169,0,141,40,208  : rem  153 

49530  DATA  169,2,141,16,208,169  srem  4 

49536  DATA  0,141,65,3,169,1  srem  54 

49542  DATA  141,66,3,169,0,141  srem  153 

49548  DATA  27,208,173,30,208,96  srem  14 

49554  DATA  201,64,144,44,169,139  srem  60 

49560  DATA  141,2,208,169,100,141  srem  39 

49566  DATA  3,208,169,251,141,249  srem  62 

49572  DATA  7,169,6,141,40,208  srem  162 

49578  DATA  169,0,141,16,208,169  srem  14 

49584  DATA  1,141,65,3,169,0  srem  57 

49590  DATA  141,66,3,169,2,141  srem  158 

49596  DATA  27,208,173,30,208,96  srem  17 

49602  DATA  169,218,141,2,208,169  srem  56 

49608  DATA  100,141,3,208,169,251  srem  45 

49614  DATA  141,249,7,169,6,141  srem  214 

49620  DATA  40,208,169,0,141,16  srem  198 

49626  DATA  208,169,1,141,65,3  srem  160 

49632  DATA  169,1,141,66,3,169  srem  164 

49638  DATA  2,141,27,208,173,30  srem  205 

49644  DATA  208,96,201,44,208,17  srem  7 

49650  DATA  169,132,141,0,208,169  srem  52 

49656  DATA  255,141,248,7,32,227  srem  11 

49662  DATA  194,32,112,195,96,201  srem  57 

49668  DATA  46,208,17,169,212,141  srem  62 

49674  DATA  0,208,169,254,141,248  srem  61 

49680  DATA  7,32,227,194,32,112  srem  207 

49686  DATA  195,96,201,32,208,113  srem  60 

49692  DATA  173,68,3,201,0,208  srem  157 

49698  DATA  115,173,70,3,201,0  srem  153 

49704  DATA  208,108,173,65,3,201  srem  253 

49710  DATA  0,240,38,169,2,141  srem  148 

49716  DATA  41,208,169,209,141,5  srem  6 

49722  DATA  208,169,250,141,250,7  srem  51 

49728  DATA  173,0,208,201,132,208  srem  44 

49734  DATA  8,169,138,141,4,208  srem  217 
49740  DATA  76 , 132 , 194, 169 , 218, 141 s rem  112 


186     COMPUTEI's  Gazelle     Jum;  198-4 


49746 

DATA 

49752 

DATA 

49758 

DATA 

49764 

DATA 

49770 

DATA 

49776 

DATA 

49782 

DATA 

49788 

DATA 

49794 

DATA 

49800 

DATA 

49806 

DATA 

49812 

DATA 

49818 

DATA 

49824 

DATA 

49830 

DATA 

49836 

DATA 

49842 

DATA 

49648 

DATA 

49854 

DATA 

49860 

DATA 

49866 

DATA 

49872 

DATA 

49878 

DATA 

49884 

DATA 

49890 

DATA 

49896 

DATA 

49902 

DATA 

49908 

DATA 

49914 

DATA 

49920 

DATA 

49926 

DATA 

49932 

DATA 

49938 

DATA 

49944 

DATA 

49950 

DATA 

49956 

DATA 

49962 

DATA 

49968 

DATA 

49974 

DATA 

49980 

DATA 

49986 

DATA 

49992 

DATA 

49998 

DATA 

50004 

DATA 

50010 

DATA 

50016 

DATA 

50022 

DATA 

50028 

DATA 

50034 

DATA 

50040 

DATA 

50046 

DATA 

50052 

DATA 

50058 

DATA 

50064 

DATA 

50070 

DATA 

50076 

DATA 

50082 

DATA 

50088 

DATA 

50094 

DATA 

50100 

DATA 

50106 

DATA 

50112 

DATA 

50118 

DATA 

50124 

DATA 

50130 

DATA 

50136 

DATA 

50142 

DATA 

50148 

DATA 

50154 

DATA 

50160 

DATA 

50166 

DATA 

4,208,76,132,194,169  : rem  19 

0,141,41,208,173,0  srem  145 
208,201,132,208,18,169srem  109 

127,141,4,208,169,230  : rem  55 

141,5,208,169,249,141  : rem  59 

250,7,76,132,194,169  : rem  22 

232,141,4,208,169,230  :rem  52 

141.5.208.169.248.141  : rem  67 
250,7,32,1,195,169  : rem  170 
200,141,68,3,96,201  : rem  198 
95,208,5,169,0,141  : rem  164 
64,3,96,32,141,196  : rem  165 
169,33,141,4,212,162  :rem  2 
255,142,1,212,142,37  srem  251 
208,32,106,195,202,208  :rem  97 
244,169,10,141,37,208  : rem  57 
96,32,141,196,169,129  : rem  71 

141.4.212.162.255.142  : rem  50 
1,212,142,40,208,32  : rem  196 
106,195,202,208,244,96:rem  110 
32,141,196, 169, 129, 141:rem  116 
4,212,162,0,142,1  :rem  94 
212,142,40,208,32,106  :rem  48 
195,232, 224, 50, 208, 242 irem  108 
96,169,33,141,4,212  srem  216 
162,15,142,1,212,32  trem  203 
106,195,32,106,195,202  : rem  99 
224,5,208,242,169,0  srem  211 
141,4,212,32,106,195  srem  251 
96,169,33,141,4,212  srem  210 
162,5,142,1,212,32  :rem  148 
106,195,32,106,195,232trem  105 
224,20,208,242,169,0  trem  3 
141,4,212,32,106,195  srem  254 
96,248,24,109,61,3  :rem  168 
141,61,3,169,0,109  :rem  161 
62,3,141,62,3,169  : rem  112 
0,109,63,3,141,63  :rem  111 
3,216,32,174,195,56  : rem  222 
173,62,3,237,71,3  srem  113 
141,69,3,173,63,3  : rem  121 
237,72,3,13,69,3  :rem  69 
144,25,169,32,248,24  srem  22 
109,71,3,141,71,3  srem  85 
169,0,109,72,3,141  srem  136 
72,3,216,238,64,3  : rem  97 
32,156,195,96,160,0  : rem  197 
200,208,253,96,169,0  :rem  250 
141,41,208,173,0,208  : rem  236 
201,132,208,16,169,248  :rem  87 
141,250,7,169,127,141  srem  41 
4,208,169,222,141,5  :rem  193 
208,96,169,249,141,250:rem  109 
7,169,232,141,4,208  :rem  199 
169,222,141,5,208,96  :rem  252 
162,0,160,35,24,32  :rem  139 
240,255,173,64,3,24  : rem  197 
105,48,32,210,255,96  :rem  0 
162,0,160,6,32,240  :rem  137 
255,173,63,3,41,240  srem  186 
74,74,74,74,24,105  srem  154 
48,32,210,255,173,63  srem  243 
3,41,15,24,105,48  srem  91 
32,210,255,173,62,3  srem  188 
41,240,74,74,74,74  srem  150 
24,105,48,32,210,255  srem  241 
173,62,3,41,15,24  srem  89 
105,48,32,210,255,173  srem  41 
61,3,41,240,74,74  srem  96 
74, 74,24, 105, 4B, 32  srem  149 
210,255,173,61,3,41  srem  193 


50172  DATA  15,24,105,48,32,210  srem  187 

50178  DATA  255,96,32,16,196,72  srem  219 

50184  DATA  32,71,196,32,125,196  srem  2 

50190  DATA  104,96,32,228,255,201  srem  41 

50196  DATA  0,208,3,76,70,196  srem  108 

50202  DATA  201,133,208,7,169,25  srem  241 

50208  DATA  141,60,3,169,133,201  srem  238 

50214  DATA  134,208,7,169,18,141  srem  250 

50220  DATA  60,3,169,134,201,135  srem  236 

50226  DATA  208,7,169,13,141,60  srem  198 

50232  DATA  3,169,135,201,136,208  srem  37 

50238  DATA  7,169,9,141,60,3  srem  55 

50244  DATA  169,136,96,173,68,3  srem  218 

50250  DATA  240,5,206,68,3,240  srem  140 

50256  DATA  21,173,70,3,201,0  srem  83 

50262  DATA  240,3,206,70,3,162  srem  137 

50268  DATA  90,202,208,253,169,0  srem  252 

50274  DATA  141,4,212,96,173,4  srem  149 

50280  DATA  208,201,0,240,5,169  srem  189 

50286  DATA  0,141,4,208,32,112  srem  136 

50292  DATA  195,169,255,141,70,3  srem  3 

50298  DATA  76,81,196,173,141,2  srem  215 

50304  DATA  41,1,201,1,208,6  srem  28 

50310  DATA  32,16,196,76,125,196  srem  0 

50316  DATA  96,162,0,169,0,157  srem  154 

50322  DATA  0,212,232,224,25,208  srem  231 

50328  DATA  248,169,15,141,24,212  srem  45 

50334  DATA  169,16,141,5,212,169  srem  252 

50340  DATA  240,141,6,212,169,100  srem  26 

50346  DATA  141,0,212,96,256  srem  51 


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COMPUTEI's  Gazette     Junel984     187 


Bug-Swatter: 

Modilications  And  Corrections 


•  Reader  Clifford  Tener  has  discovered  a 
minor  error  in  "Poker"  (March).  The  VIC  and  64 
versions  see  an  ace  as  a  high  card,  which  elimi- 
nates the  possibility  of  small  straights  (A-2-3-4-5). 
To  correct  this,  make  the  following  changes: 

2110  YY=0 : I FPT ( 4 ) -PT ( 3 ) =1THRNIFPT ( 3 ) -PT{ 2 
)=1THENIFPT{ 2)-PT( 1 )=1THENYY=1 

2115  IFYY=ITHENIF(PT(5)-PT(4)=l)OR(PT( 1)+ 
PT(5)-15=1)THENSS=1 

•  Program  4  of  "How  To  Use  Arrays"  (Feb- 
ruary) contains  misplaced  characters  in  5180  and 
5270.  In  each  of  these  lines,  replace  the  first  double 
quote  with  a  number  sign  {#): 

5180    INPUT#4,HW(N) 

5270    PRINT* 1, "NAME", "SCORE" 

•  Program  4  of  "Making  Calendars"  (April) 
crashes  when  printing  calendars  for  the  years 


following  2200  A.D.  Readers  who  like  to  plan  200 
years  in  advance  should  make  the  following 
change  to  line  1247: 

1247  IF(Y=2200ANDM0>3)OR(Y>2200)THEND1=D1 
-1 sIFDl=0THENDl=7 

•  The  Commodore  64  version  of  "React"  (Feb- 
ruary) runs  as  listed,  but  does  not  correctly  read 
the  forward  diagonals  of  the  joystick.  To  fix  it, 
change  line  640.  JS(5)  should  be  -41  and  JS(9) 
should  be  -39.  Thanks  to  Paul  T.  Dawson  for  dis- 
covering this  error. 

•  Reader  Scott  Campbell  finds  it  more  conve- 
nient to  use  the  space  bar  rather  than  the  M  key 
to  represent  zero  in  "Numeric  Keypad"  (April). 
Pressing  M  with  a  thumb  is  rather  awkward.  To 
make  the  switch,  change  the  77  in  line  520  to  32 
(64  version).  <2f 


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188     COMPUTE !'s  Gazette    June  1984 


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COMPUTED  GajL'Ht!     Juno  1984     189 


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Check  money  rrter  Of  COO. 

AM  W  00  la  pat  Bar  A  fuming 

Aoaeaul  S3 00  la  COO. 


!%S22 

V°U'1^revtews.Tne 
Commodore 

Los  Ang*s.  CA« 


ONLY  THE  BRAVEST 
DARE  TO  ENTER!!  ARM 
YOUR  CHARACTER 
WITH  WEAPONS  AND 
MAGIC.  THEN  FIND 
GOLD  AND  FIGHT 
OGRES  AND  GAIN  NEW 
MAGICAL  POWERS 

-  3  D  PERSPECTIVE 

•  SUPERB  GRAPHICS 
'  COMPLEX  BATTLES 
■  LOTS  OF  M4G/C 

*  THOUSANDS  OF 
CAVES 


COMMODORE  M 

Tl  fi:i'4A  (EXTENDED  BASIC) 

CASSETTE  II9.BS  DISK  $21.85 

DEALER  INQUIRIES  WELCOME 

INSTRUCTIONS  INCLUDED.  To  ardor  send  chsch 
Of  money  order  plus  $1.50  shipplng/handling  to: 

American  Software. 

Design  &  Distribution  Co. 

PO.Box2'S6Dept.G.6 

Cottage  Grove,  MN  55016 


CONVERSE  WITH 
YOUR  COMPUTER 


AT^ASTI  A  FULL  IMPLEMENTATtON  of  ihFj-nnginal  ELIZA  pro- 
gram is  nowavELil^blfj  lo  run  on  your  Commodore' fl4l 
CrefUBdflt  WIT  In  1840,  ELIZA  has  bucoma  [ho  world's  monif,  cele- 
braiarJ  aftilrcml"  tniuiritjjonco  d«rncMTiir'nEioni  p  rt>g«"arri.  EuZA  is  a  r»Of> 
diwcuvo  psychotri(iriiijii*i  who  arifliy/trsumch  Mntomonl  na  you  1ypfl 
Hm  and  tnen  rcipofldjwilh  hi?r  cwn  cwnrnnnl  of  gLrtstion-  arid  Unf 
c-a  marks  -ira  often  amajlngly  Apprnpruie' 
Ofrsigrred  !o  run  on  a  i«vg*  m  ai  nirnmo.  E  L1ZA  hii  nfrvw  oerora  ba»n 
*vai lablft  Et>  purs-Ofim  COtTpuloF  uiSITK  6iC«p[  T>  greatly  sErippqcl 
oawn  waiorn  facKing  the  i&ptiiUHcariori  which  made  trre  orginaf 
program  BO  faK.fl  atmfl 

New  OL;r  new  Commodor*  e-i  v*ra>an  possfl'S-iinQ  Jie  FULL  po»er 

andrar^crfeinrcsstortcrfiri«o*ls|1riair5.ti#:n-  --'-'.-  ^  .-.--->  ---_:. 
ductory price tfcnryKS  Arn3rfyx^*anMoFitidOLirKrws,nedq<es 
j  (or  Ee-Etth  Jier  to  do  mort)  wr*  wnir^nciud*  ihs  toTpve  50UBCE 
P  HO  CHAM  *o'  OhJy  $MadtJfIhOni1 

Orfl&T  ycu  r  copy  of  ELIZA  itHfay  and  you'l-fiewr  aijaiiTwoo-idflrhow 
to  respond  whnVi  you  h»a r  iorrHMxiir  ijiy,  "Oh-uy,  iffl'isa*  whallhis 
comouia-r  o<  youmctn  ncEuAllydoi" 

ELIZA  IS  AVAILABLE  IN  THE  FOLLOWfNG  FORMATS: 
(FJ,ii.nnn  ipocify  Disk  or  CAsa^lia) 

T  Prc-iocfod  Venion  $2s 

(PiottCttd  \Asr-sion  can  bu  run  uui  no?  imterJo-r  morJITied} 

?.  Un -prelected  ConnrworJorR  04  BASIC  Source  Version.      .    $45 

(Source  V&raion  can  be  fialod  and  modified  as  well  as  run) 

Haiti  versionj  include  a  in  page  usur  manual. 

Please  add  33  .DO  s,hipj).ng  and  handfing  to  all  ord&rs 

(Calitdrni^  rcs-dtrM*  piM»  add  6^>j  sa'es  tax} 

AFTTIFICIAL  INTELLIGENCE  RESEARCH  GROUP 

9?t  Norn  LflJtll\iAvon'U(f.  Dept  G 
^■1  LosAn-cji*lB5.CA900Ji-6 

T5!j  <2131W6-?3M        (?1 3(054  22t* 

l^^»        MC.  VISA  aia  cn-oc"»  »ccerj|*d 


THE  REUNION" 

(Brings  the  Commodore  family  together  again) 
JUST  RELEASED!  VIC  20/C64 


"THE  REUNION"  simultaneously  interfaces  your  "VIC 
20  and  'CIM  (including  "Dfllasetla.  moilam,  «tc  )  lo 
your  disk  drive  and/or  printer  providing  2  computer 
syatemi.  Usu  eithor  mslantiy 
•Simply  sbIbci  "WC  20"  or  "C-64"  on  -'THE  RE- 
UNION" and  slate  ol  the  art  design  permits  instant 
operation  ol  selected  system  with  modem,  expansion, 
eic. 

SAVE  and  LOAD  VIC  and  C/64  programs  on  same  disk 
or  tapo.  Ends  switching  disk/tape  and  cables. 
"Simpla  two  minute  Installation.  Full  year  warranty. 
Model  A- Interfaces  VIC  20/C-64/disk/printer.  Model  la- 
in tor  faces  VIC  20fC-64  and  Datasetle. 
Special  ntroduclory  price  -  S29.9S  ea.  (U.S.  S) 
Please  add  $200  for  shipping  (Canadian:  $4.00) 
Florida  resident  5%  lax.  Send  check  or  money  order 
to-  HyTeert 

P.O.  Bon  466 

Bay  Pines.  FL  3J504 

•Reg  TM  of  Commodore  Bus  Mach. 
HyTech 


FREE  GAME  FOR 
YOUR  COMMODORE  (54 


That's  right!  H  you'll  help  cover  shipping  costs. 
KIDware  will  s*nd  you  a  *r*e  game  along  with  our 
lattst  orogram  Brochure.  The  cassette -based 
game,  FOUR-IN-A-ROWp  lets  2  oiayers  compete 
*t  trying  to  line  up  four  pieces  on  a  playing  grid. 
Its  fun  for  the  whole  family1 

KIDware  specializes  in  k7.D-onented  software 
Cassettes  and  Disks!  for  the  Commodore  64.  We 
offer  a  wide  range  of  fun.  educational  programs 
for-  kids  1  -  16  years  c^  age.  with  emphasis  in  the 
younger  years.  Our  orices  are  the  lowest  and 
Our  quality  and  service  the  best— you  oet  same 
day  shipping  on  all  orders' 

To  receive  your  game  tape  and  program  brochure, 
send  H.50  (for  shipping!  to  k'lDware.  If  you 
only  want  a  brochure,  simply  write  and  as". 


[13CEt*vflre 
p.o.  box  1664 
Idaho/alls, 
Idaho    83401 


ATTENTION  C-64  DISK  USERS 

ORGANIZE  NOW! 

WITH  THE 

MASTER-DIRECTORY 
SUPPORT  SYSTEM 

Willi  MDSSyoucanorganijevouraiSkfilKonto 
1  master  rJrat.MaintainMrtea  mast  er  -a  i  r  ec  tor  ies 
of  your  files  categorized  Dy  Du;me«.  education, 
recreation  or  any  otner  category  you  choose. 
Print  single  or  multiple  copies  of  master- 
directory  listings,  disk  jacket  indexes  or  individual 
disk  laDeis.  MDSS  can  locate  your  "lost"  disk  files 
tool 

MDSS  is  fully  menu  driven  and  very  user -friendly, 
includes  an  easy  to  foiftw  instruction  manual 
DeouiresC-64anoi540or  lS4ldisi(Orive  Printer 
ootional 

Send  cneck  or  money  order  for  '16.95  to. 
SUNSHINE  SOFTWARE 

P.O.  BOX  851 

DEARBORN.  MICHIGAN  48120 

MICHIGAN  RESIDENTS  ADD  4%  SALES  TAX 


PROTO-64 

The  tmlv  prototyping  board  for 

the  COMMODORE  64™ 


1    L'hijc.  dirt- illy  iriin  iht-  f\paii>ion  pon 

1    'I'l  rtuiiatt^  -  i2  j)t-r  stdc 

«    A  QO  Mi.ii  sjiaicjrifr  pad  per  hok' 

ORI>ER  NOW 
INTRODUCTORY  OFFER 

:iMilljhk-  in  mu  sizes 

4.)*«4"  ....  S12.95 

(i.V-».S-  .  .  .  S1B.9S 

i'-i  ..  .  tr.  ,:.  in. ,il.  ..!  Add  Sl.im  .hlppliiK 

("flmrfuMiiWT  i.lf\lmnh*  UcL  c:i>  fr*.  31M  (>%  til 

Boreas  Products 

P.O.  Bon  16961 
Co.  SprinKS,  to.  S09JS 

(303)  593-1274 

I    i>(.nlvr  Inquiries  tnrrncd 


COMMODORE  64 

DISKMIMIC5TU    @    $49.95 

*  Backs  up  virtually  all  existing  disks  for 
Com  modem  64",  ocludrng  COPY  PROTECTED 
versions- ALL  AUTOMATICALLY. 

■  Supports  ono/two  1541*  Drives, 

*  Don't  be  wiihoui  back-up. 

DISKMIMIC         @     $24.95 

•  Back-up  your  Commodore  64"  programs 
with  SAVE  YOUR  DRIVE  disk  formatter. 

•  Hi-speed,  Hi-bulfer(190  Blocks). 

•  Extends  lite  ol  1541"  Drive. 

*  Single  drive  back-up. 

"  Selects  tracks  or  backs  up  entire  disk. 

FAST  •  FAST   •  FAST 
SPECIAL  PACKAGE 

□likmlmlc-  ft  Dlskmlmlc  5-  <°  $64.95 

A.i  D.  Corp. 

4020  Hempstoad  Turnpike 

Bethpage,  New  York  11714 

1516)731-7100 

Diskmlrnlc"  &  DlskmlmicS"  Is  a  trademark  of 

Al  D.  Corporation 

Commodore  64"  &  1641"  Is  a  trademark  ol 

Commodore  Electronics  Ltd. 


ADVERTISERS  INDEX 


Reader  Service  Number/Advertiser  Page 

102  Aordvark  Action  Software     139 

1 03  Academy  Software    t  .  .  .  .  36 

104  Access  Software  tnc.    . 40,41 

105  Advanced  Ideas    19 

AID.  Corp 191 

106  American  Software  Design  & 

Distribution  Co 191 

Aries  Marketing  Co 190 

107  Artificial  Intelligence  Research  Group 

191 

Assembly  Technology 147 

Atari,  Inc 27 

108  Avalon  Hill  Game  Company     7 

109  Batteries  Included    39 

1 10  Batteries  Included 93 

Big  Bytes    142 

The  Book  Company     191 

Boreas  Products 191 

Boston  Educational  Computing,  Inc. 

1 1 7 

Brantford  Educational  Services    ..  122 
Bylosand  Bits 191 

111  Bytes  &  Pieces,  Inc 115 

112  Cadmean  Corp 134 

CapilalComp,  inc 65 

113Cardco,!nc IBC 

Century  Micro  Products     73 

Cheatsheet  Products   1 89 

Chromazone  Software    190 

Cineman  Syndicate  189 

Ctaneware 1 89 

CMS  Software    190 

Columbia  Software 118 

Commodore  Computers    BC 

CompuServe    62 

114  CompuServe    63 

Computer  Mail  Order     1 43 

llSComputerMal    122 

Computer  Place     1  04 

116  Continental  Software 45 

117Covoxlnc 189 

Creative  Software 4 

1 18  davidson  &  associates    ..........  69 

Datasoft,  Inc 2,3 

Dazco    190 

Dennison   29 

dilithium  Press , 25 

1 19  Diversified  Manufacturing    147 

D&  L  Computers  190 

Dow  Jones  News/Retrieval     101 

120  Eastern  House   113 

121  Eastern  House  116 

122Educomp 132 


Reader  ServlceNum  ber/Ad  vert  Is  er  Pa  g  e 

Elcomp  Publishing,  Inc 87 

Electronic  Arts 43 

Electronic  Arts  51 

Epyx  . 53 

Epyx  55 

French  Silk      14 

123  Futurehouse     -  75 

Genesis  Computer  Corporation  ..  141 

124GOSUBof  Slidelljnc 137 

125  Handic  Software  Inc 15 

HyTech 191 

INMAC     129 

Jamestown  Software     149 

Jason-Ranheim    134 

126J&HCompulers 190 

John  Henry  Software     142 

John  Wiley  &  Sons,  Inc 126 

Joy  of  Programming    190 

KIDware     191 

Kiwisoft  Programs     ,  , 147 

127  Lynn  Computer  Service  1 04 

Melaphase  Software     24 

128MFJ  Enterprises  Incorporated     ...  101 

129MicroProse  Software    85 

130  Micro  Sci  Corp 65 

1  31  Micro  Scr  Corp 67 

Micro  Software  International,  Inc.  .   119 

132  Micro  Wore 48 

133  Micro  Wore 73 

Micro  World  Electronics,  Inc 1 03 

134  Micro  Worx 131 

135  Mirage  Concepts,  Inc 17 

136  Oakwood  Compuler  Products    ....  67 
Ohio  Computer  Services,  Inc 77 

137  Orange  Micro  Inc 91 

138  Orbyte  Software    37 

139  Osiris 189 

140  Panther  Computer  Corporation    ..    1FC 

Parallel  Syslcms     60 

Parsec  Research    97 

141  PB  Systems 147 

142  PC  Gallery     134 

143  Precision  Software,  Inc 1 

Prentice-Hall    35 

144  Professional  Software,  Inc 9 

Pro-Line  Software    95 

145ProtcctoEntcrprizes    106,107 

146  Protecto  EnterprizBs    108,109 

147ProtecloEnlerprizes    110,111 

148  Public  Domain,  Inc 190 

Quicksilva  Inc 61 

Rcslon  Computer  Group 13 

149  Richvale  Telecommunications    ....  71 


Reader  Service  Number/Advertiser  Page 

150  Rockwore  Data    113 

Scarborough  Systems,  Inc 11 

Sierra  On-Line,  Inc.     . 79 

151  The  64  Club 147 

152  SJB  Distributors  Inc 142 

SJB  Distributors  Inc 145 

SM  Software  Inc .  56 

SM  Software  Inc 56 

153Soflextlnc 30,31 

154Sofl-Guide     188 

Sofllaw  Corporation  105 

155  SoflPooplc  Inc 47 

156  Software  Discounters  of  America  .   103 
Software  Marketing  Service  .....   1 89 

Software  Masters 117 

Software  Plus     149 

157  Software  Shopper  149 

158  Software  Warehouse  Outlet    145 

159  Spectrum  Software    190 

Spinnaker    21 

Spinnaker 23 

Starpoint  Software    97 

160  subLOGIC  Corporation    57 

161  Such  A  Deal     . 121 

Sunshine  Software     191 

162  Susie  Software     188 

Synergy  Software,  Inc 96 

163  Systems  Management  Associates     .  99 

164  Systems  Management  Associates  .    123 

1 65  Tenex  Compuler  Marketing  Systems 

83 

3G  Company,  Inc 60 

166  Timeworks,  Inc 89 

1 67  Totl  Software,  Inc. 1 32 

Tussey  Mountain  Software    1 49 

Tymac  Incorporated 59 

Ullrabyte 128 

VIN  Systems  (U.S.A.)  147 

Virginia  Micro  Systems  1 45 

York  10 HI 


COMPUTE!  Books    80,81 

COMPUTED  GAZETTE  Disk    33 

COMPUTERS  GAZETTE  Subscriber 

Services 187 

COMPUTED  GAZETTE  Subscription  .   49 


192     COMPUTE!';  Gazelle    June  1984 


"Commodore-ready11, 

and  ready  for  you  NOW! 

"Cardcorder"  DC/1 ,  Data  Cassette  Recorder/Player 


Introducing  the  "CARDCORDER",  Model 

DC/1 ,  the  Computer  Cassette  that  is 
.  "Commodore-ready,"  designed  for  storage 

and  retrieval  of  computer  data  efficiently, 

economically;  with  consistent  performance.  Yet, 
y  this  fine  CARDCO  product  is  priced  lower  than 

any  similar  product  with  special  quality  features. 

!  Includes  standard  connector  which  is 
;  "Commodore-ready";  LED  "save"  indicator  light 
which  confirms  data  recording  on  to  the  tape; 
handles  up  to  120  minutes  (60  minutes  on  each 
side)  of  any  standard  tape  including  existing 
pre-recorded  commercial  as  well  as  personal 
data  tapes  intended  for  use  with  Commodore 
Personal  Computers;  ready  to  go . . .  just  plug  it 
in  and  record  efficiently. 

CARDCO's  "CARDCORDER"  COMPUTER 
CASSETTE  is  a  quality  data  cassette  recorder/ 
player  in  an  attractive  polystyrene  case,  with  all 


the  standard  cassette  functions: 
record  . . .  play . . .  rewind . . .  fast  forward . . . 
stop  and  eject . . .  pause.  A  solid-state 
designed  product  of  the  finest  components  with 
auto- stop. 

The  "CARDCORDER"  DC/1  carries  a  90  day 
warranty  to  original  owners. 

All  CARDCO  products  are  available  at  your  local 
dealers. 


gp; 


«(•[«• 


3Mathewsctfi    Wichita,  Kansas  67214    (316)267-6525 
I's  largest  mantif octurer  of  Commodore  accessories." 


Coinrrextae-  Is  o  toQidmd  hodwnorti  otCammoaota  BmtneM  SyJIemi.  Inc. 


Commodore  Software- 
The  Best  Game  in  Town. 


.  .Take  on  the  world,  toughen  up  your  trigger  finger  and  fire  away. . . 


Commodore  is  the  best  computer 
value  in  town... at  home,  at  school 
and  at  work..,  with  our  exciting, 
easy  to  use,  inexpensive  VIC  20  and 
C64  computers. 

We're  tast  becoming  the  best  game 
in  town  when  it  comes  to  entertainment 
(or  the  whole  family... and  at  afford- 
able prices. 

THE  BEST  ARCADE  IN  TOWN 
can  be  in  your  own  home  with  our 
exciting,  laithfuf  reproductions  of  the 


best  of  Bally  Midway  arcade  games. 
Our  Kickman,  (which  just  received 
a  coveted  "Electronic  Games" 
award  for  an  arcade  translation) 
lets  you  steer  the  unicycle  to  catch 
the  failing  objects,  as  they  fall  quicker 
and  quicker!! 

Gorf,  Lazarinn.  nnd  Omega  Race 
give  you  the  best  in  classic  space 
action  against  the  one-eyed  leviathon, 
the  droids  or  the  evil  Empire. 

In  The  Wizard  of  Woryou  attempt 


to  defeat  the  Wizard  and  the  Warriors. 
fighting  your  way  through  to  the  end. 
With  the  new  Commodore  "MAGIC 
VOICE". . .  It  talks  back  to  you  too!! 

You  commandeer  the  fleet  at  sea  with 
our  version  of  Seawolf,  and  become  the 
master  tactician  as  you  battle  "it  out" 
with  enemy  fleet. 

Clowns  and  Blueprint  round  out 
our  arcade  entertainment  package  to 
keep  your  fingers  nimble  and  your 
mind  in  gear. 


C~  commodore 

COMPUTERS 

First  In  Quality  Software 

See  your  local  dealer  now. ..  He's  got  the  best  game  in  town. ..  just  for  you.